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Introduction to Programming Using Java Version 3.1

Authors David J. Eck

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        Introduction to Programming Using Java
               Version 3.1, February 2001
                            (Repackaged with minor corrections June 2004)


                                                   Author: David J. Eck
                                  Department of Mathematics and Computer Science
                                         Hobart and William Smith Colleges
                                              Geneva, New York 14456
                                                Email: eck@hws.edu
                                          WWW: http://math.hws.edu/eck/


                           This PDF file or printout contains parts of a free textbook
                               that covers introductory programming with Java.
                             The entire text is available on the World-Wide Web,
                                      for use on-line and for downloading,
                                               at this Web address:

                                     http://math.hws.edu/javanotes3/
                                      A newer edition of this book is available at

                                      http://math.hws.edu/javanotes/
                    The PDF file and printouts that are made from it do not show the Java applets that
               are embedded throughout the text. In most places where an applet should appear, you will
               see a message such as "Sorry, but your Web browser does not support Java." Also not
               included are Java source code examples from Appendix 3 of the text and solutions to the
               quizzes and programming exercises. The real version of the textbook is on-line, to be read
               with a Web browser. Version 3.1 contains only minor corrections from Version 3.0, which
               was released in May 2000. Version 3.1 was released in February 2001, and some additional
               corrections were incorporated in June 2004.



                                 Permission is hereby granted to duplicate, modify,
                                 and distribute all or part of the following material,
                                  under the terms of the Open Publication License.




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Java Programming, Main Index




                      Note: New Version Available...
          A newer edition of Introduction to Programming Using Java
                is available at http://math.hws.edu/javanotes/
                (The new edition requires Java 1.3 or higher,
                       while this version uses Java 1.1.)




                    Introduction to Programming Using Java
                           Version 3.1, February 2001
                            (Repackaged with minor corrections June 2004)
                                            Author: David J. Eck (eck@hws.edu)




      WELCOME TO Introduction to Programming Using Java, an on-line textbook on introductory
      programming, which uses Java as the language of instruction. This text has more than enough material for a
      one-semester course, and it is also suitable for individuals who want to learn programming on their own.
      This is the third edition of the text. (Version 3.1 is a minor upgrade of Version 3.0, which was released in
      May, 2000. Version 3.1 was released in February 2001 and incorporated a few changes and corrections. A
      final packaging of Version 3.1 was released in June 2004, incorporating corrections made since the release
      of Version 3.1. This version is released under the Open Publication License.) The third edition covers more
      material and has more examples than the second edition. It also adds end-of-chapter quizzes and solved
      programming exercises. Previous editions have been used in a course, Computer Science 124: Introductory
      Programming, at Hobart and William Smith Colleges. (The title of the previous editions included a
      reference to this course.) This textbook covers Java 1.1. Most of the applets that are contained in the text
      require Java 1.1 or higher.

      Links for downloading copies of this text can be found at the bottom of this page. To learn more about this
      on-line text, please read its preface.


      Search this Text:
      Although this book does not have a conventional index, you can search it for terms that interest you. Note
      that this searches the version of the text book at its main site, at math.hws.edu.

      Search Introdution to Programming Using Java for pages...

                     Containing all of these words:                                           Search




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Java Programming, Main Index

      Short Table of Contents:
            ●   Full Table of Contents
            ●   Preface
            ●   Preface to the Second Edition
            ●   Chapter 1: Overview: The Mental Landscape
            ●   Chapter 2: Programming in the Small I: Names and Things
            ●   Chapter 3: Programming in the Small II: Control
            ●   Chapter 4: Programming in the Large I: Subroutines
            ●   Chapter 5: Programming in the Large II: Objects and Classes
            ●   Chapter 6: Applets, HTML, and GUI's
            ●   Chapter 7: Advanced GUI Programming
            ●   Chapter 8: Arrays
            ●   Chapter 9: Correctness and Robustness
            ●   Chapter 10: Advanced Input/Output
            ●   Chapter 11: Linked Data Structures and Recursion
            ●   Appendix 1: From Java to C++
            ●   Appendix 2: Some Notes on Java Programming Environments
            ●   Appendix 3: Source code for all examples in the text
            ●   News and Errata


      This is a free textbook. As of Version 3.1, it is published under the terms of the Open Publication License,
      Version 1.0. The latest edition is always available, at no charge, for downloading and for on-line use at the
      Web address http://math.hws.edu/javanotes/. This edition, the third, is also permanently archived at the
      address http://math.hws.edu/eck/cs124/javanotes3/.



      Downloading Links
      Use one of the following direct links to download a compressed archive of this entire textbook. You can use
      this material on your own computer. You can also re-post it on any Web server: See the preface for more
      detailed information about downloading. In the preface, you will also find a link to a PDF file that can be
      used for printing the textbook.
            ●   http://math.hws.edu/eck/cs124/downloads/javanotes3.zip (1.6 MB), for Windows. This can be used
                directly in Windows XP. On any version of Windows, you can open it using WinZip from
                www.winzip.com or Aladdin Expander for Windows from www.aladdinsys.com. (Note: The text
                files in this archive are in Windows/DOS format.)
            ●   http://math.hws.edu/eck/cs124/downloads/javanotes3.tar.bz2 (1.0 MB), for Linux/MaxOS. In Linux,
                you should be able to expand this using the command "bunzip2 javanotes3.tar.bz2" followed by "tar
                xf javanotes3.tar.bz2"; this will also work in UNIX, if you have the bunzip2 program. For MacOS,
                your browser will probably expand it automatically when you download it,or it can be opened with
                Stuffit Expander from www.aladdinsys.com.


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Java Programming, Main Index


      The following archives in older formats do not include the final corrections of June 2004:
          ● http://math.hws.edu/eck/cs124/downloads/javanotes3.sit.hqx (2.1 MB), for Macintosh.

            ●   http://math.hws.edu/eck/cs124/downloads/javanotes3.tar.Z (1.8 MB), for Linux/UNIX.

      David Eck (eck@hws.edu)
      Version 3.0, May 2000
      Version 3.1, with minor changes, February 2001
      Final packaging, with further corrections, June 2004




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Java Programming: Contents




                      Introduction to Programming Using Java, Third Edition

                                                Table of Contents


      THIS IS THE FULL TABLE OF CONTENTS for an on-line introductory programming textbook that uses
      Java as the language of instruction. For more information about the text, please see its front page. The text
      is available on-line at http://math.hws.edu/javanotes/.


               Preface

               Preface to the Second Edition

               Chapter 1: Overview: The Mental Landscape
                     ●   Section 1: The Fetch-and-Execute Cycle: Machine Language
                     ●   Section 2: Asynchronous Events: Polling Loops and Interrupts
                     ●   Section 3: The Java Virtual Machine
                     ●   Section 4: Fundamental Building Blocks of Programs
                     ●   Section 5: Objects and Object-oriented Programming
                     ●   Section 6: The Modern User Interface
                     ●   Section 7: The Internet and World-Wide Web
                     ●   Quiz on this Chapter

               Chapter 2: Programming in the Small I: Names and Things
                     ●   Section 1: The Basic Java Application
                     ●   Section 2: Variables and the Primitive Types
                     ●   Section 3: Strings, Objects, and Subroutines
                     ●   Section 4: Text Input and Output
                     ●   Section 5: Details of Expressions
                     ●   Programming Exercises
                     ●   Quiz on this Chapter

               Chapter 3: Programming in the Small II: Control
                     ●   Section 1: Blocks, Loops, and Branches
                     ●   Section 2: Algorithm Development
                     ●   Section 3: The while and do..while Statements
                     ●   Section 4: The for Statement
                     ●   Section 5: The if Statement



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Java Programming: Contents

                     ●   Section 6: The switch Statement
                     ●   Section 7: Introduction to Applets and Graphics
                     ●   Programming Exercises
                     ●   Quiz on this Chapter

               Chapter 4: Programming in the Large I: Subroutines
                     ●   Section 1: Black Boxes
                     ●   Section 2: Static Subroutines and Static Variables
                     ●   Section 3: Parameters
                     ●   Section 4: Return Values
                     ●   Section 5: Toolboxes, API's, and Packages
                     ●   Section 6: More on Program Design
                     ●   Section 7: The Truth about Declarations
                     ●   Programming Exercises
                     ●   Quiz on this Chapter

               Chapter 5: Programming in the Large II: Objects and Classes
                     ●   Section 1: Objects, Instance Variables, and Instance Methods
                     ●   Section 2: Constructors and Object Initialization
                     ●   Section 3: Programming with Objects
                     ●   Section 4: Inheritance, Polymorphism, and Abstract Classes
                     ●   Section 5: More Details of Classes
                     ●   Programming Exercises
                     ●   Quiz on this Chapter

               Chapter 6: Applets, HTML, and GUI's
                     ●   Section 1: The Basic Java Applet
                     ●   Section 2: HTML Basics and the Web
                     ●   Section 3: Graphics and the Paint Method
                     ●   Section 4: Mouse Events
                     ●   Section 5: Keyboard Events
                     ●   Section 6: Introduction to Layouts and Components
                     ●   Section 7: Looking Back: The Java 1.0 Event Model
                     ●   Programming Exercises
                     ●   Quiz on this Chapter

               Chapter 7: Advanced GUI Programming
                     ●   Section 1: More about Graphics
                     ●   Section 2: More about Layouts and Components



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Java Programming: Contents

                     ●   Section 3: Standard Components and Their Events
                     ●   Section 4: Programming with Components
                     ●   Section 5: Threads, Synchronization, and Animation
                     ●   Section 6: Nested Classes and Adapter Classes
                     ●   Section 7: Frames and Dialogs
                     ●   Section 8: Looking Forward: Swing and Java 2.0
                     ●   Programming Exercises
                     ●   Quiz on this Chapter

               Chapter 8: Arrays
                     ●   Section 1: Creating and Using Arrays
                     ●   Section 2: Programming with Arrays
                     ●   Section 3: Vectors and Dynamic Arrays
                     ●   Section 4: Searching and Sorting
                     ●   Section 5: Multi-Dimensional Arrays
                     ●   Programming Exercises
                     ●   Quiz on this Chapter

               Chapter 9: Correctness and Robustness
                     ●   Section 1: Introduction to Correctness and Robustness
                     ●   Section 2: Writing Correct Programs
                     ●   Section 3: Exceptions and the try...catch Statement
                     ●   Section 4: Programming with Exceptions
                     ●   Programming Exercises
                     ●   Quiz on this Chapter

               Chapter 10: Advanced Input/Output
                     ●   Section 1: Streams, Readers, and Writers
                     ●   Section 2: Files
                     ●   Section 3: Programming with Files
                     ●   Section 4: Networking
                     ●   Section 5: Programming Networked Applications
                     ●   Programming Exercises
                     ●   Quiz on this Chapter

               Chapter 11: Linked Data Structures and Recursion
                     ●   Section 1: Recursion
                     ●   Section 2: Linking Objects
                     ●   Section 3: Stacks and Queues



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Java Programming: Contents

                     ●   Section 4: Binary Trees
                     ●   Section 5: A Simple Recursive-descent Parser
                     ●   Programming Exercises
                     ●   Quiz on this Chapter

               Appendix 1: From Java to C++
                     ●   Section 1: C++ Programming Fundamentals
                     ●   Section 2: Pointers and Arrays in C++
                     ●   Section 3: Classes and Objects in C++

               Appendix 2: Some Notes on Java Programming Environments

               Appendix 3: Source code for all examples in the text

               News and Errata

      David J. Eck (eck@hws.edu), May 2000




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Java Programming: Preface to the Third Edition

                                  Introduction to Programming Using Java,
                                         Third Edition (Version 3.1)

                                                             Preface


      "INTRODUCTION TO PROGRAMMING WITH JAVA" is a free, on-line textbook. It is suitable for use
      in an introductory programming course and for people who are trying to learn programming on their own.
      There are no prerequisites beyond a general familiarity with the ideas of computers and programs.

      This text uses the Java programming language as the language of instruction. It requires Java version 1.1 or
      higher. In style, this is a textbook rather than a tutorial. That is, it concentrates on explaining concepts rather
      than giving step-by-step how-to-do-it guides. It is certainly not a Java reference book, and it is not even a
      comprehensive survey of all the features of Java. It is not a quick introduction to Java for people who
      already know another programming language. Instead, it is directed mainly towards people who are
      learning programming for the first time, and it is as much about general programming concepts as it is
      about Java in particular.

      This is the third edition of Introduction to Programming with Java. The first two editions have been used
      by the author and by another professor in the introductory programming class at Hobart and William Smith
      Colleges (http://www.hws.edu/). The new edition is a major upgrade. It is more than twice the size of the
      second edition. Changes include:
           ● Chapter 11, on linked data structures and recursion, is completely new. Chapter 9, on correctness
              and robustness, is new except for the section on the try...catch statement.
           ● A single chapter on "programming in the small" from the previous edition has been expanded to two
              chapters (Chapter 2 and Chapter 3) in this edition.
            ●   Every chapter, except the first, now includes a set of programming exercises. A solution is provided
                for each exercise, along with a discussion of the programming involved.
            ●   There is a sample quiz at the end of each chapter, with answers.
            ●   Many sections from the previous edition have been rewritten, and many new examples have been
                added. As in the previous editions, the source code for every example is included in an appendix.
            ●   Based on experience with the previous editions, the exposition of some topics has been modified by
                postponing certain details until later in the text. This is especially true in the two chapters on
                graphical user interface programming (Chapter 6 and Chapter 7 in this edition). These chapters have
                been completely reorganized.

      With these changes, Introduction to Programming with Java is now fully competitive, in the author's
      opinion, with the conventionally published, printed programming textbooks that are available on the
      market. (Well, all right, I'll confess that I think it's better.)

      This textbook differs from many other Java programming books in that it does not deal primarily with
      applets. Early chapters concentrate on standalone applications that use text input and output. Applets are
      introduced briefly in Section 3.7 and covered pretty thoroughly in Chapter 6 and Chapter 7. In the
      remaining chapters, applets are used in many but not all examples and exercises. "Swing," a new set of
      interface components introduced in Java 1.2, is just barely mentioned (in Section 7.8). This approach allows
      a gentler introduction to fundamental programming concepts, and it postpones the complexities of graphical
      user interface programming until a time when students are ready to deal with them. The decision to do
      things this way also reflects the fact that applets are only one aspect of Java, and probably not the most
      important.



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Java Programming: Preface to the Third Edition

      I do not plan any further major upgrades to this textbook, but I will probably release new versions in the
      future with minor revisions and corrections. The current edition of Introduction to Programming with Java
      will always be available at the following Web address:

                                                    http://math.hws.edu/javanotes/

      Version 3.1 (February 2001) is a minor upgrade to Version 3.0 (May 2000). It incorporates corrections to a
      few errors in Version 3.0. (See the Version 3.0 errata page for a list.) A final repackaging in June 2004
      incorporats a few additional errors. No further changes will be made in the future. The major change is that
      with Version 3.1, modification and republication is now covered by the terms of the Open Publication
      License.

      The first, second, and third editions are permanently archived at the following addresses:
                First edition: http://math.hws.edu/eck/cs124/javanotes1/
                Second edition: http://math.hws.edu/eck/cs124/javanotes2/
                Third edition: http://math.hws.edu/eck/cs124/javanotes3/


      Downloading the Text
      The complete Introduction to Programming with Java is available for download as a compressed archive
      for the Windows, Macintosh, or Linux/Unix platforms. (Text files have slightly different formats on the
      three platforms. The text files in each archive are in the appropriate format for the platform. For many
      purposes, though, the difference is unimportant. For example, Web browsers will accept files in any of the
      formats.) The uncompressed archives contain 580 files and directories and take up over four megabytes of
      space. You should be able to download an archive by clicking on one of the following links. If you have
      problems with the downloading, please let me know!
            ●   http://math.hws.edu/eck/cs124/downloads/javanotes3.zip (1.6 MB), for Windows.
            ●   http://math.hws.edu/eck/cs124/downloads/javanotes3.tar.bz2 (1.0 MB), for Linux/MaxOS

      The following archives in older formats do not include the final corrections of June 2004:
          ● http://math.hws.edu/eck/cs124/downloads/javanotes3.sit.hqx (2.1 MB), for Macintosh.

            ●   http://math.hws.edu/eck/cs124/downloads/javanotes3.tar.Z (1.8 MB), for Linux/UNIX.

      An archive must be uncompressed to be useful. To do this, you will need appropriate software (which might
      already be on your computer). In Windows XP, you can just open the file javanotes3.zip by
      double-clicking on it; then drag the folder javanotes3-final to another location and Windows will
      uncompress it for you. Also, in any versino of Windows, you can use WinZip, available from
      www.winzip.com, to uncompress the file. WinZip is shareware, but you can use it for a 30 day trial without
      charge. Alternatively, you might want to get the free program, Aladdin Expander for Windows from
      www.aladdinsys.com, which can also be used to uncompress the Windows archive.

      The software for Linux/UNIX should already be included on your system. To decode the archive
      javanotes3.tar.bz2, use the command "bunzip2 javanotes3.tar.bz2" followed by the command "tar xf
      javanotes3.tar". If you do not have the bunzip2 program, try dowloading javanotes3.tar.Z instead and
      decode it with the command "uncompress javanotes3.tar.Z" followed by the command "tar xf
      javanotes3.tar".

      For Macintosh, you need Stuffit Expander for Macintosh, which is already included with most Web
      browsers. In fact, your Web browser will probably uncompress the archive automatically when you
      download it. If you don't have it, Stuffit Expander can be downloaded from www.aladdinsys.com.



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Java Programming: Preface to the Third Edition

      I recommend reading Introduction to Programming with Java with a Web browser, so that you can see and
      use the applets that occur throughout the text. However, I know from experience that a lot of people will
      want to print all or part of the text. To make this a little easier, I've made a large PDF file that contains the
      entire textbook, except for the Java source code files from Appendix 3 and the solutions to the quizzes and
      programming exercises. Of course, the PDF file does not display the applets in the text. Where they should
      appear, you'll generally see a message such as "Sorry, but your browser does not support Java." A PDF file
      can be viewed or printed using the free program, Adobe Acrobat Reader. (The file was created using the
      "Web Capture" feature in Adobe Acrobat Pro 4.0. This is nothing fancy -- just all the Web pages
      captured in a single file.) The PDF file is available through the following link. It is more than 1.8
      megabytes in size, and it contains more than 500 pages of text.
            ●   http://math.hws.edu/eck/cs124/downloads/javanotes3.pdf (1.8 MB)

      If there is a PDF viewer built into your browser, clicking on the above link will show the file in your Web
      browser window. In that case, to download the file, try right-clicking or Control-clicking the link. This
      should bring up a menu that contains a command such as "Save this link". Selecting that command will
      allow you to download the file to your hard disk.



      Usage Restrictions
      Introduction to Programming with Java is free, but it is not in the public domain. As of Version 3.1, it is
      published under the terms of the Open Publication License. (For the purpose of this license, I am both the
      publisher and author of the work.) This license allows redistribution and modification under certain terms.
      For example, you can:
           ● Post an unmodified copy of this textbook on your own Web site.

            ●   Give away or sell printed, unmodified copies of this book, as long as they meet the requirements of
                the license.
            ●   Post on the web or otherwise distribute modified copies, provided that the modifications are clearly
                noted in accordance with the license.

      While it is not actually required by the license, I do appreciate hearing from people who are using or
      distributing my work.

                Professor David J. Eck
                Department of Mathematics and Computer Science
                Hobart and William Smith Colleges
                Geneva, New York 14456, USA
                Email: eck@hws.edu
                WWW: http://math.hws.edu/eck/

                May 23, 2000
                Modified February 18, 2001
                Final modifications June 8, 2004

                                                               [ Main Index ]




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Java Programming: Preface to Previous Edition

                                  Introduction to Programming Using Java

                    Preface to the Previous Edition, Fall 1998


      "INTRODUCTION TO PROGRAMMING WITH JAVA" is the "second edition" of an on-line
      introductory programming textbook that uses Java as the language of instruction. This book does not claim
      to cover the Java language comprehensively, although it does cover enough of it to make it possible to write
      interesting programs and applets. The main point of the text, however, is to teach the basics of
      programming -- including object-oriented programming -- with no prerequisites except a general familiarity
      with the ideas of computers and programs.

      This text should be useful to anyone who wants to learn Java, but who is not already an expert in C and
      C++. Unlike many introductions to Java programming, it does not assume any background in these
      languages.

      Many working applets are included on the Web pages that make up the text, and the full source code for all
      these applets can be found in an appendix.

      I used the "first edition" of the text in introductory programming courses taught at Hobart and William
      Smith Colleges in Fall 1996 and Winter 1998. The second edition has been updated to cover Java 1.1
      instead of Java 1.0 and was used in the Fall term of 1998. The course has a weekly lab. Lab worksheets
      from Fall 1998 and from previous terms are available. (See the information page for CS124.)


      Usage Restrictions
      This on-line text can be freely used for non-commercial purposes, as long as its source and author are made
      clear. For example, you can download a copy and use it on your own computer. You can post it in
      unmodified form on your own Web server (provided that you do not charge for access). You can print it out
      for your personal use. Professors who use it in a course can make printed copies and make them available to
      students for the cost of reproduction.

      The text can also be distributed in unmodified form as part of a CD-ROM collection of free and/or
      shareware materials, provided that the cost of the CD is not more than $50.

      Anyone who wants to use the text for any other purposes that might be considered "commercial" should
      contact me for permission.


      Downloading the Text
      This entire text is available for downloading in several formats. The archives, which I haven't yet created as
      I write this, will probably be between 600 KB and 1 MB in size. You can use the following links to
      download the archives.
            ●   http://math.hws.edu/eck/cs124/downloads/javanotes2-fall98.zip, for Windows 95/98/NT and other
                platforms.
            ●   http://math.hws.edu/eck/cs124/downloads/javanotes2-fall98.sit.hqx, for Macintosh.
            ●   http://math.hws.edu/eck/cs124/downloads/javanotes2-fall98.tar.Z, for UNIX.



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Java Programming: Preface to Previous Edition

      The "first edition" of the text, which covered Java 1.0 instead of Java 1.1, is also available for download.
      See the bottom of its index page at http://math.hws.edu/eck/cs124/notes98.html.


      Why a Free On-line Text?
      You might ask, does this really qualify as a textbook? And if so, why is it available for free on-line, instead
      of as an overpriced hardcover edition?

      To answer the first question: Yes, this is meant as a serious textbook. Currently, it is not quite as long as
      most programming textbooks, but it has plenty of material for a solid one-term course. I think that it is a
      reasonable choice for a textbook in a college-level programming course -- or I wouldn't be using it in my
      own courses.

      When I started work on the text for the Fall term of 1996, there was really no suitable textbook for
      introductory programming in Java. I decided to write my own class notes, and it seemed reasonable to put
      them in HTML format so that I could include working Java applets right on the page. I felt that the result
      was good enough to publish on the Web, and the response to it has been good. I suppose that I had some
      idea that I might eventually convert the notes into a hard-copy textbook, but I know from experience that
      it's a long, hard process to get a textbook into print -- and not a very profitable one unless a lot of people
      buy the book.

      Since then, I've decided that the book really works well in an on-line version. Sometimes, it would be
      convenient to have a printed version as well, but if I ever do come out with a printed version, it will be a
      companion to the on-line version, rather than vice versa.

      Furthermore, in the meantime, I've become a fan of the Linux operating system and the whole free software
      movement. (The "free" in this case means "freely distributable" rather than "free of charge.") If we can have
      free software, why not free textbooks?


      Java 1.0 vs. Java 1.1
      Java 1.1 introduced a large number of changes to the Java language, and in this second edition of the text, I
      have made correspondingly large changes. I do not try to cover both Java 1.0 and 1.1. That is, I almost
      never say things like, in Java 1.1 you do this, but in Java 1.0 you do that. And I don't try to point out the
      features that were unavailable in Java 1.0. It's time to let Java 1.0 fade away...

      However, it is only fairly recently that Web browsers have become available that use Java 1.1. If you read
      this text with an older browser, most of the applets will just show up as blank white areas. Netscape 4.0.6,
      released in August 1998, is the first version of Netscape that will run the Java 1.1 applets in these notes.
      (On the Macintosh, even Netscape 4.0.6 does not support Java 1.1.) Internet Explorer 4.0 also uses Java 1.1,
      as does Sun Microsystem's browser, HotJava 1.1.4.


      Changes from the First Edition
      Chapter 1 is almost unchanged, except that I've removed Section 8, which was an explanation of why I
      decided to use Java instead of C++ in my introductory programming class. I don't think this can any longer
      be seen as a controversial decision.

      In the fist edition, Chapters 2 and 3 used a "Console" class that I wrote for doing console-style I/O in
      programs. I did this because I found standard input and output (System.in and System.out) to be
      undependable. (The Macintoshes on which I first taught the course did not even implement standard input!)
      In the second edition, I use a "TextIO" class that simply provides a reasonable interface to the standard


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Java Programming: Preface to Previous Edition

      input and output streams. This makes for a smoother exposition, since using the Console class forced me to
      start using objects prematurely.

      I've added a new section in Chapter 2 on "the structure of Java programs," in which I try to deal with the
      confusion that results from having both static and non-static members in classes.

      I restructured the material in Chapter 4 extensively, without really adding any important new topics.

      The largest changes in the text are in Chapters 5 and 6, which have been completely rewritten to use the
      Java 1.1 event model. All the applets in the text (except for some of the decorative end-of-chapter applets)
      have been rewritten to use this event model. I've added sections in Chapter 6 on nested classes and on
      Frames, and I moved the section on threads and animation from Chapter 6 to Chapter 5. The number of
      sample applets in Chapters 5 and 6 has been increased substantially.

      Chapter 7 contains a new section that briefly introduces some of Java's standard data types, such as
      StringBuffer and HashTable. The rest of the chapter is little changed

      Chapter 8 has been revised to cover Reader and Writer streams. These were introduced in Java 1.1 as
      the recommended way to do character input and output, in place of InputStream and OutputStream.
      InputStream and OutputStream are still used for binary data.
      Chapter 9 is essentially unchanged (and might be removed in future editions of this text).


      The Future of This Text
      I expect that there will be a "third edition" of this text, but not until the second half of the year 2000. I will
      be on sabbatical for the academic year 1999--2000, so I won't be teaching any courses. However, I do plan
      to work on this text as one of my sabbatical projects.

      It looks like Java is here to stay as an important language. The next version of the language, Java 1.2, will
      be out before the end of 1998. As far as I know, nothing in Java 1.2 will require major changes in this text.
      One of the big changes in Java 1.2 will be the inclusion of a new set of GUI components, called "Swing," as
      an alternative to the AWT components used in Java 1.0 and 1.1. If Swing becomes popular enough to
      displace the AWT, then I will probably rewrite the text to use Swing instead of the AWT. Most of the other
      forseeable changes in Java concern advanced API's that will probably never be more than mentioned in an
      introductory text.

      I would like to expand treatment of several topics in the text. In the next edition, Chapter 7 will be broken
      into at least two chapters. The first chapter will cover arrays, probably with more examples than are now
      included. The second chapter will include material on linked data structures such as trees, stacks, and
      queues. It will also include an introduction to recursion. Chapter 8, which in this edition is pretty sketchy,
      will also be expanded and possibly broken into separate chapters on writing correct and robust programs,
      using files and streams, and networking. In the longer term, the text might eventually be expanded to
      include enough material for a two-term introductory programming sequence.

                                                               [ Main Index ]




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Java Programing: Chapter 1

                                                             Chapter 1

                             Overview: The Mental Landscape


      WHEN YOU BEGIN a journey, it's a good idea to have a mental map of the terrain you'll be passing
      through. The same is true for an intellectual journey, such as learning to write computer programs. In this
      case, you'll need to know the basics of what computers are and how they work. You'll want to have some
      idea of what a computer program is and how one is created. Since you will be writing programs in the Java
      programming language, you'll want to know something about that language in particular and about the
      modern, "networked" computing environment for which Java is designed.

      As you read this chapter, don't worry if you can't understand everything in detail. (In fact, it would be
      impossible for you to learn all the details from the brief expositions in this chapter.) Concentrate on learning
      enough about the big ideas to orient yourself, in preparation for the rest of the course. Most of what is
      covered in this chapter will be covered in much greater detail later in the course.


      Contents of Chapter 1:
            ●   Section 1: The Fetch-and-Execute Cycle: Machine Language
            ●   Section 2: Asynchronous Events: Polling Loops and Interrupts
            ●   Section 3: The Java Virtual Machine
            ●   Section 4: Fundamental Building Blocks of Programs
            ●   Section 5: Objects and Object-oriented Programming
            ●   Section 6: The Modern User Interface
            ●   Section 7: The Internet and World-Wide Web
            ●   Quiz on this Chapter


                                                [ First Section | Next Chapter | Main Index ]




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Java Programing: Section 1.1

      Section 1.1
      The Fetch and Execute Cycle: Machine Language



      A COMPUTER IS A COMPLEX SYSTEM consisting of many different components. But at the heart --
      or the brain, if you want -- of the computer is a single component that does the actual computing. This is the
      Central Processing Unit, or CPU. In a modern desktop computer, the CPU is a single "chip" on the order of
      one square inch in size. The job of the CPU is to execute programs.

      A program is simply a list of unambiguous instructions meant to be followed mechanically by a computer.
      A computer is built to carry out instructions that are written in a very simple type of language called
      machine language. Each type of computer has its own machine language, and it can directly execute a
      program only if it is expressed in that language. (It can execute programs written in other languages if they
      are first translated into machine language.)

      When the CPU executes a program, that program is stored in the computer's main memory (also called the
      RAM or random access memory). In addition to the program, memory can also hold data that is being used
      or processed by the program. Main memory consists of a sequence of locations. These locations are
      numbered, and the sequence number of a location is called its address. An address provides a way of
      picking out one particular piece of information from among the millions stored in memory. When the CPU
      needs to access the program instruction or data in a particular location, it sends the address of that
      information as a signal to the memory; the memory responds by sending back the data contained in the
      specified location. The CPU can also store information in memory by specifying the information to be
      stored and the address of the location where it is to be stored.

      On the level of machine language, the operation of the CPU is fairly straightforward (although it is very
      complicated in detail). The CPU executes a program that is stored as a sequence of machine language
      instructions in main memory. It does this by repeatedly reading, or fetching, an instruction from memory
      and then carrying out, or executing, that instruction. This process -- fetch an instruction, execute it, fetch
      another instruction, execute it, and so on forever -- is called the fetch-and-execute cycle. With one
      exception, which will be covered in the next section, this is all that the CPU ever does.

      The details of the fetch-and-execute cycle are not terribly important, but there are a few basic things you
      should know. The CPU contains a few internal registers, which are small memory units capable of holding
      a single number or machine language instruction. The CPU uses one of these registers -- the program
      counter, or PC -- to keep track of where it is in the program it is executing. The PC stores the address of the
      next instruction that the CPU should execute. At the beginning of each fetch-and-execute cycle, the CPU
      checks the PC to see which instruction it should fetch. During the course of the fetch-and-execute cycle, the
      number in the PC is updated to indicate the instruction that is to be executed in the next cycle. (Usually, but
      not always, this is just the instruction that sequentially follows the current instruction in the program.)


      A computer executes machine language programs mechanically -- that is without understanding them or
      thinking about them -- simply because of the way it is physically put together. This is not an easy concept.
      A computer is a machine built of millions of tiny switches called transistors, which have the property that
      they can be wired together in such a way that an output from one switch can turn another switch on or off.
      As a computer computes, these switches turn each other on or off in a pattern determined both by the way
      they are wired together and by the program that the computer is executing.

      Machine language instructions are expressed as binary numbers. A binary number is made up of just two
      possible digits, zero and one. So, a machine language instruction is just a sequence of zeros and ones. Each
      particular sequence encodes some particular instruction. The data that the computer manipulates is also
      encoded as binary numbers. A computer can work directly with binary numbers because switches can
      readily represent such numbers: Turn the switch on to represent a one; turn it off to represent a zero.


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      Machine language instructions are stored in memory as patterns of switches turned on or off. When a
      machine language instruction is loaded into the CPU, all that happens is that certain switches are turned on
      or off in the pattern that encodes that particular instruction. The CPU is built to respond to this pattern by
      executing the instruction it encodes; it does this simply because of the way all the other switches in the CPU
      are wired together.

      So, you should understand this much about how computers work: Main memory holds machine language
      programs and data. These are encoded as binary numbers. The CPU fetches machine language instructions
      from memory one after another and executes them. It does this mechanically, without thinking about or
      understanding what it does -- and therefore the program it executes must be perfect, complete in all details,
      and unambiguous because the CPU can do nothing but execute it exactly as written. Here is a schematic
      view of this first-stage understanding of the computer:




      This figure is taken from The Most Complex Machine: A Survey of Computers and Computing, a textbook
      that serves as an introductory overview of the whole field of computer science. If you would like to know
      more about the basic operation of computers, please see Chapters 1 to 3 of that text.


                                                [ Next Section | Chapter Index | Main Index ]




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Java Programing: Section 1.2

      Section 1.2
      Asynchronous Events: Polling Loops and Interrupts



      THE CPU SPENDS ALMOST ALL ITS TIME fetching instructions from memory and executing them.
      However, the CPU and main memory are only two out of many components in a real computer system. A
      complete system contains other devices such as:
         ● A hard disk for storing programs and data files. (Note that main memory holds only a comparatively
            small amount of information, and holds it only as long as the power is turned on. A hard disk is
            necessary for permanent storage of larger amounts of information, but programs have to be loaded
            from disk into main memory before they can actually be executed.)
            ●   A keyboard and mouse for user input.
            ●   A monitor and printer which can be used to display the computer's output.
            ●   A modem that allows the computer to communicate with other computers over telephone lines.
            ●   A network interface that allows the computer to communicate with other computers that are
                connected to it on a network.
            ●   A scanner that converts images into coded binary numbers that can be stored and manipulated on the
                computer.

      The list of devices is entirely open ended, and computer systems are built so that they can easily be
      expanded by adding new devices. Somehow the CPU has to communicate with and control all these
      devices. The CPU can only do this by executing machine language instructions (which is all it can do,
      period). The way this works is that for each device in a system, there is a device driver, which consists of
      software that the CPU executes when it has to deal with the device. Installing a new device on a system
      generally has two steps: plugging the device physically into the computer, and installing the device driver
      software. Without the device driver, the actual physical device would be useless, since the CPU would not
      be able to communicate with it.


      A computer system consisting of many devices is typically organized by connecting those devices to one or
      more busses. A bus is a set of wires that carry various sorts of information between the devices connected to
      those wires. The wires carry data, addresses, and control signals. An address directs the data to a particular
      device and perhaps to a particular register or location within that device. Control signals can be used, for
      example, by one device to alert another that data is available for it on the data bus. A fairly simple computer
      system might be organized like this:




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      (This illustration is taken from The Most Complex Machine.)

      Now, devices such as keyboard, mouse, and network interface can produce input that needs to be processed
      by the CPU. How does the CPU know that the data is there? One simple idea, which turns out to be not very
      satisfactory, is for the CPU to keep checking for incoming data over and over. Whenever it finds data, it
      processes it. This method is called polling, since the CPU polls the input devices continually to see whether
      they have any input data to report. Unfortunately, although polling is very simple, it is also very inefficient.
      The CPU can waste an awful lot of time just waiting for input.

      To avoid this inefficiency, interrupts are often used instead of polling. An interrupt is a signal sent by
      another device to the CPU. The CPU responds to an interrupt signal by putting aside whatever it is doing in
      order to respond to the interrupt. Once it has handled the interrupt, it returns to what it was doing before the
      interrupt occurred. For example, when you press a key on your computer keyboard, a keyboard interrupt is
      sent to the CPU. The CPU responds to this signal by interrupting what it is doing, reading the key that you
      pressed, processing it, and then returning to the task it was performing before you pressed the key.

      Again, you should understand that this is purely mechanical process: A device signals an interrupt simply
      by turning on a wire. The CPU is built so that when that wire is turned on, it saves enough information
      about what it is currently doing so that it can return to the same state later. This information consists of the
      contents of important internal registers such as the program counter. Then the CPU jumps to some
      predetermined memory location and begins executing the instructions stored there. Those instructions make
      up an interrupt handler that does the processing necessary to respond to the interrupt. (This interrupt handler
      is part of the device driver software for the device that signalled the interrupt.) At the end of the interrupt
      handler is an instruction that tells the CPU to jump back to what it was doing; it does that by restoring its
      previously saved state.

      Interrupts allow the CPU to deal with asynchronous events. In the regular fetch-and-execute cycle, things
      happen in a predetermined order; everything that happens is "synchronized" with everything else. Interrupts
      make it possible for the CPU to deal efficiently with events that happen "asynchronously", that is, at
      unpredictable times.

      As another example of how interrupts are used, consider what happens when the CPU needs to access data
      that is stored on the hard disk. The CPU can only access data directly if it is in main memory. Data on the
      disk has to be copied into memory before it can be accessed. Unfortunately, on the scale of speed at which
      the CPU operates, the disk drive is extremely slow. When the CPU needs data from the disk, it sends a
      signal to the disk drive telling it to locate the data and get it ready. (This signal is sent synchronously, under
      the control of a regular program.) Then, instead of just waiting the long and unpredicatalble amount of time
      the disk drive will take to do this, the CPU goes on with some other task. When the disk drive has the data


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      ready, it sends an interrupt signal to the CPU. The interrupt handler can then read the requested data.


      Now, you might have noticed that all this only makes sense if the CPU actually has several tasks to
      perform. If it has nothing better to do, it might as well spend its time polling for input or waiting for disk
      drive operations to complete. All modern computers use multitasking to perform several tasks at once.
      Some computers can be used by several people at once. Since the CPU is so fast, it can quickly switch its
      attention from one user to another, devoting a fraction of a second to each user in turn. This application of
      multitasking is called timesharing. But even modern personal computers with a single user use multitasking.
      For example, the user might be typing a paper while a clock is continuously displaying the time and a file is
      being downloaded over the network.

      Each of the individual tasks that the CPU is working on is called a thread. (Or a process; there are technical
      differences between threads and processes, but they are not important here.) At any given time, only one
      thread can actually be executed by a CPU. The CPU will continue running the same thread until one of
      several things happens:
           ● The thread might voluntarily yield control, to give other threads a chance to run.

            ●   The thread might have to wait for some asynchronous event to occur. For example, the thread might
                request some data from the disk drive, or it might wait for the user to press a key. While it is
                waiting, the thread is said to be blocked, and other threads have a chance to run. When the event
                occurs, an interrupt will "wake up" the thread so that it can continue running.
            ●   The thread might use up its alloted slice of time and be suspended to allow other threads to run. Not
                all computers can "forcibly" suspend a thread in this way; those that can are said to use preemptive
                multitasking. To do preemptive multitasking, a computer needs a special timer device that generates
                an interrupt at regular intervals, such as 100 times per second. When a timer interrupt occurs, the
                CPU has a chance to switch from one thread to another, whether the thread that is currently running
                likes it or not.

      Ordinary users, and indeed ordinary programmers, have no need to deal with interrupts and interrupt
      handlers. They can concentrate on the different tasks or threads that they want the computer to perform; the
      details of how the computer manages to get all those tasks done are not relevant to them. In fact, most users,
      and many programmers, can ignore threads and multitasking altogether. However, threads have become
      increasingly important as computers have become more powerful and as they have begun to make more use
      of multitasking. Indeed, threads are built into the Java programming language as a fundamental
      programming concept.

      Just as important in Java and in modern programming in general is the basic concept of asynchronous
      events. While programmers don't actually deal with interrupts directly, they do often find themselves
      writing event handlers, which, like interrupt handlers, are called asynchronously when specified events
      occur. Such "event-driven programming" has a very different feel from the more traditional straight-though,
      synchronous programming. We will begin with the more traditional type of programming, which is still
      used for programming individual tasks, but we will return to threads and events later in the text.


      By the way, the software that does all the interrupt handling and the communication with the user and with
      hardware devices is called the operating system. The operating system is the basic, essential software
      without which a computer would not be able to function. Other programs, such as word processors and
      World Wide Web browsers, are dependent upon the operating system. Common operating systems include
      UNIX, Linux, DOS, Windows 98, Windows 2000 and the Macintosh OS.


                                       [ Next Section | Previous Section | Chapter Index | Main Index ]




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Java Programing: Section 1.3

      Section 1.3
      The Java Virtual Machine



      MACHINE LANGUAGE CONSISTS of very simple instructions that can be executed directly by the
      CPU of a computer. Almost all programs, though, are written in high-level programming languages such as
      Java, Pascal, or C++. A program written in a high-level language cannot be run directly on any computer.
      First, it has to be translated into machine language. This translation can be done by a program called a
      compiler. A compiler takes a high-level-language program and translates it into an executable
      machine-language program. Once the translation is done, the machine-language program can be run any
      number of times, but of course it can only be run on one type of computer (since each type of computer has
      its own individual machine language). If the program is to run on another type of computer it has to be
      re-translated, using a different compiler, into the appropriate machine language.

      There is an alternative to compiling a high-level language program. Instead of using a compiler, which
      translates the program all at once, you can use an interpreter, which translates it instruction-by-instruction,
      as necessary. An interpreter is a program that acts much like a CPU, with a kind of fetch-and-execute cycle.
      In order to execute a program, the interpreter runs in a loop in which it repeatedly reads one instruction
      from the program, decides what is necessary to carry out that instruction, and then performs the appropriate
      machine-language commands to do so.

      One use of interpreters is to execute high-level language programs. For example, the programming
      language Lisp is usually executed by an interpreter rather than a compiler. However, interpreters have
      another purpose: they can let you use a machine-language program meant for one type of computer on a
      completely different type of computer. For example, there is a program called "Virtual PC" that runs on
      Macintosh computers. Virtual PC is an interpreter that executes machine-language programs written for
      IBM-PC-clone computers. If you run Virtual PC on your Macintosh, you can run any PC program,
      including programs written for Windows 95 or 98. (Unfortunately, a PC program will run much more
      slowly than it would on an actual IBM clone. The problem is that Virtual PC executes several Macintosh
      machine-language instructions for each PC machine-language instruction in the program it is interpreting.
      Compiled programs are inherently faster than interpreted programs.)


      The designers of Java chose to use a combination of compilation and interpretation. Programs written in
      Java are compiled into machine language, but it is a machine language for a computer that doesn't really
      exist. This so-called "virtual" computer is known as the Java virtual machine. The machine language for the
      Java virtual machine is called Java bytecode. There is no reason why Java bytecode could not be used as the
      machine language of a real computer, rather than a virtual computer. In fact, Sun Microsystems -- the
      originators of Java -- have developed CPU's that run Java bytecode as their machine language.

      However, one of the main selling points of Java is that it can actually be used on any computer. All that the
      computer needs is an interpreter for Java bytecode. Such an interpreter simulates the Java virtual machine in
      the same way that Virtual PC simulates a PC computer.

      Of course, a different Jave bytecode interpreter is needed for each type of computer, but once a computer
      has a Java bytecode interpreter, it can run any Java bytecode program. And the same Java bytecode
      program can be run on any computer that has such an interpreter. This is one of the essential features of
      Java: the same compiled program can be run on many different types of computers.




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      Why, you might wonder, use the intermediate Java bytecode at all? Why not just distribute the original Java
      program and let each person compile it into the machine language of whatever computer they want to run it
      on? There are many reasons. First of all, a compiler has to understand Java, a complex high-level language.
      The compiler is itself a complex program. A Java bytecode interpreter, on the other hand, is a fairly small,
      simple program. This makes it easy to write a bytecode interpreter for a new type of computer; once that is
      done, that computer can run any compiled Java program. It would be much harder to write a Java compiler
      for the same computer.

      Furthermore, many Java programs are meant to be downloaded over a network. This leads to obvious
      security concerns: you don't want to download and run a program that will damage your computer or your
      files. The bytecode interpreter acts as a buffer between you and the program you download. You are really
      running the interpreter, which runs the downloaded program indirectly. The interpreter can protect you from
      potentially dangerous actions on the part of that program.

      I should note that there is no necessary connection between Java and Java bytecode. A program written in
      Java could certainly be compiled into the machine language of a real computer. And programs written in
      other languages could be compiled into Java bytecode. However, it is the combination of Java and Java
      bytecode that is platform-independent, secure, and network-compatible while allowing you to program in a
      modern high-level object-oriented language.


      I should also note that the really hard part of platform-independence is providing a "Graphical User
      Interface" -- with windows, buttons, etc. -- that will work on all the platforms that support Java. You'll see
      more about this problem in Section 6.


                                       [ Next Section | Previous Section | Chapter Index | Main Index ]




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Java Programing: Section 1.4

      Section 1.4
      Fundamental Building Blocks of Programs



      THERE ARE TWO BASIC ASPECTS of programming: data and instructions. To work with data, you
      need to understand variables and types; to work with instructions, you need to understand control structures
      and subroutines. You'll spend a large part of the course becoming familiar with these concepts.

      A variable is just a memory location (or several locations treated as a unit) that has been given a name so
      that it can be easily referred to and used in a program. The programmer only has to worry about the name; it
      is the compiler's responsibility to keep track of the memory location. The programmer does need to keep in
      mind that the name refers to a kind of "box" in memory that can hold data, even if the programmer doesn't
      have to know where in memory that box is located.

      In Java and most other languages, a variable has a type that indicates what sort of data it can hold. One type
      of variable might hold integers -- whole numbers such as 3, -7, and 0 -- while another holds floating point
      numbers -- numbers with decimal points such as 3.14, -2.7, or 17.0. (Yes, the computer does make a
      distinction between the integer 17 and the floating-point number 17.0; they actually look quite different
      inside the computer.) There could also be types for individual characters ('A', ';', etc.), strings ("Hello", "A
      string can include many characters", etc.), and less common types such as dates, colors, sounds, or any
      other type of data that a program might need to store.

      Programming languages always have commands for getting data into and out of variables and for doing
      computations with data. For example, the following "assignment statement," which might appear in a Java
      program, tells the computer to take the number stored in the variable named "principal", multiply that
      number by 0.07, and then store the result in the variable named "interest":

                                             interest = principal * 0.07;
      There are also "input commands" for getting data from the user or from files on the computer's disks and
      "output commands" for sending data in the other direction.

      These basic commands -- for moving data from place to place and for performing computations -- are the
      building blocks for all programs. These building blocks are combined into complex programs using control
      structures and subroutines.


      A program is a sequence of instructions. In the ordinary "flow of control," the computer executes the
      instructions in the sequence in which they appear, one after the other. However, this is obviously very
      limited: the computer would soon run out of instructions to execute. Control structures are special
      instructions that can change the flow of control. There are two basic types of control structure: loops, which
      allow a sequence of instructions to be repeated over and over, and branches, which allow the computer to
      decide between two or more different courses of action by testing conditions that occur as the program is
      running.

      For example, it might be that if the value of the variable "principal" is greater than 10000, then the
      "interest" should be computed by multiplying the principal by 0.05; if not, then the interest should be
      computed by multiplying the principal by 0.04. A program needs some way of expressing this type of
      decision. In Java, it could be expressed using the following "if statement":
                                      if (principal > 10000)
                                           interest = principal * 0.05;
                                      else
                                           interest = principal * 0.04;
      (Don't worry about the details for now. Just remember that the computer can test a condition and decide

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      what to do next on the basis of that test.)

      Loops are used when the same task has to be performed more than once. For example, if you want to print
      out a mailing label for each name on a mailing list, you might say, "Get the first name and address and print
      the label; get the second name and address and print the label; get the third name and address and print the
      label..." But this quickly becomes ridiculous -- and might not work at all if you don't know in advance how
      many names there are. What you would like to say is something like "While there are more names to
      process, get the next name and address, and print the label." A loop can be used in a program to express
      such repetition.


      Large programs are so complex that it would be almost impossible to write them if there were not some
      way to break them up into manageable "chunks." Subroutines provide one way to do this. A subroutine
      consists of the instructions for performing some task, grouped together as a unit and given a name. That
      name can then be used as a substitute for the whole set of instructions. For example, suppose that one of the
      tasks that your program needs to perform is to draw a house on the screen. You can take the necessary
      instructions, make them into a subroutine, and give that subroutine some appropriate name -- say,
      "drawHouse()". Then anyplace in your program where you need to draw a house, you can do so with the
      single command:

                                                            drawHouse();
      This will have the same effect as repeating all the house-drawing instructions in each place.

      The advantage here is not just that you save typing. Organizing your program into subroutines also helps
      you organize your thinking and your program design effort. While writing the house-drawing subroutine,
      you can concentrate on the problem of drawing a house without worrying for the moment about the rest of
      the program. And once the subroutine is written, you can forget about the details of drawing houses -- that
      problem is solved, since you have a subroutine to do it for you. A subroutine becomes just like a built-in
      part of the language which you can use without thinking about the details of what goes on "inside" the
      subroutine.


      Variables, types, loops, branches, and subroutines are the basis of what might be called "traditional
      programming." However, as programs become larger, additional structure is needed to help deal with their
      complexity. One of the most effective tools that has been found is object-oriented programming, which is
      discussed in the next section.


                                       [ Next Section | Previous Section | Chapter Index | Main Index ]




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Java Programing: Section 1.5

      Section 1.5
      Objects and Object-oriented Programming



      PROGRAMS MUST BE DESIGNED. No one can just sit down at the computer and compose a program
      of any complexity. The discipline called software engineering is concerned with the construction of correct,
      working, well-written programs. The software engineer tends to use accepted and proven methods for
      analyzing the problem to be solved and for designing a program to solve that problem.

      During the 1970s and into the 80s, the primary software engineering methodology was structured
      programming. The structured programming approach to program design was based on the following advice:
      To solve a large problem, break the problem into several pieces and work on each piece separately; to solve
      each piece, treat it as a new problem which can itself be broken down into smaller problems; eventually,
      you will work your way down to problems that can be solved directly, without further decomposition. This
      approach is called top-down programming.

      There is nothing wrong with top-down programming. It is a valuable and often-used approach to
      problem-solving. However, it is incomplete. For one thing, it deals almost entirely with producing the
      instructions necessary to solve a problem. But as time went on, people realized that the design of the data
      structures for a program was as least as important as the design of subroutines and control structures.
      Top-down programming doesn't give adequate consideration to the data that the program manipulates.

      Another problem with strict top-down programming is that is makes it difficult to reuse work done for other
      projects. By starting with a particular problem and subdividing it into convenient pieces, top-down
      programming tends to produce a design that is unique to that problem. It is unlikely that you will be able to
      take a large chunk of programming from another program and fit it into your project, at least not without
      extensive modification. Producing high-quality programs is difficult and expensive, so programmers and
      the people who employ them are always eager to reuse past work.


      So, in practice, top-down design is often combined with bottom-up design. In bottom-up design, the
      approach is to start "at the bottom," with problems that you already know how to solve (and for which you
      might already have a reusable software component at hand). From there, you can work upwards towards a
      solution to the overall problem.

      The reusable components should be as "modular" as possible. A module is a component of a larger system
      that interacts with the rest of the system in a simple, well-defined, straightforward manner. The idea is that
      a module can be "plugged into" a system. The details of what goes on inside the module are not important
      to the system as a whole, as long as the module fulfills its assigned role correctly. This is called information
      hiding, and it is one of the most important principles of software engineering.

      One common format for software modules is to contain some data, along with some subroutines for
      manipulating that data. For example, a mailing-list module might contain a list of names and addresses
      along with a subroutine for adding a new name, a subroutine for printing mailing labels, and so forth. In
      such modules, the data itself is often hidden inside the module; a program that uses the module can then
      manipulate the data only indirectly, by calling the subroutines provided by the module. This protects the
      data, since it can only be manipulated in known, well-defined ways. And it makes it easier for programs to
      use the module, since they don't have to worry about the details of how the data is represented. Information
      about the representation of the data is hidden.

      Modules that could support this kind of information-hiding became common in programming languages in
      the early 1980s. Since then, a more advanced form of the same idea has more or less taken over software
      engineering. This latest approach is called object-oriented programming, often abbreviated as OOP.

      The central concept of object-oriented programming is the object, which is a kind of module containing


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      data and subroutines. The point-of-view in OOP is that an object is a kind of self-sufficient entity that has
      an internal state (the data it contains) and that can respond to messages (calls to its subroutines). A mailing
      list object, for example, has a state consisting of a list of names and addresses. If you send it a message
      telling it to add a name, it will respond by modifying its state to reflect the change. If you send it a message
      telling it to print itself, it will respond by printing out its list of names and addresses.

      The OOP approach to software engineering is to start by identifying the objects involved in a problem and
      the messages that those objects should respond to. The program that results is a collection of objects, each
      with its own data and its own set of responsibilities. The objects interact by sending messages to each other.
      There is not much "top-down" in such a program, and people used to more traditional programs can have a
      hard time getting used to OOP. However, people who use OOP would claim that object-oriented programs
      tend to be better models of the way the world itself works, and that they are therefore easier to write, easier
      to understand, and more likely to be correct.


      You should think of objects as "knowing" how to respond to certain messages. Different objects might
      respond to the same message in different ways. For example, a "print" message would produce very
      different results, depending on the object it is sent to. This property of objects -- that different objects can
      respond to the same message in different ways -- is called polymorphism.

      It is common for objects to bear a kind of "family relationship" to one another. Objects that contain the
      same type of data and that respond to the same messages in the same way belong to the same class. (In
      actual programming, the class is primary; that is, a class is created and then one or more objects are created
      using that class as a template.) But objects can be similar without being in exactly the same class.

      For example, consider a drawing program that lets the user draw lines, rectangles, ovals, polygons, and
      curves on the screen. In the program, each visible object on the screen could be represented by a software
      object in the program. There would be five classes of objects in the program, one for each type of visible
      object that can be drawn. All the lines would belong to one class, all the rectangles to another class, and so
      on. These classes are obviously related; all of them represent "drawable objects." They would, for example,
      all presumably be able to respond to a "draw yourself" message. Another level of grouping, based on the
      data needed to represent each type of object, is less obvious, but would be very useful in a program: We can
      group polygons and curves together as "multipoint objects," while lines, rectangles, and ovals are
      "two-point objects." (A line is determined by its endpoints, a rectangle by two of its corners, and an oval by
      two corners of the rectangle that contains it.) We could diagram these relationships as follows:




      DrawableObject, MultipointObject, and TwoPointObject would be classes in the program.
      MultipointObject and TwoPointObject would be subclasses of DrawableObject. The class Line would be a
      subclass of TwoPointObject and (indirectly) of DrawableObject. A subclass of a class is said to inherit the
      properties of that class. The subclass can add to its inheritance and it can even "override" part of that
      inheritance (by defining a different response to some method). Nevertheless, lines, rectangles, and so on are
      drawable objects, and the class DrawableObject expresses this relationship.

      Inheritance is a powerful means for organizing a program. It is also related to the problem of reusing


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      software components. A class is the ultimate reusable component. Not only can it be reused directly if it fits
      exactly into a program you are trying to write, but if it just almost fits, you can still reuse it by defining a
      subclass and making only the small changes necessary to adapt it exactly to your needs.

      So, OOP is meant to be both a superior program-development tool and a partial solution to the software
      reuse problem. Objects, classes, and object-oriented programming will be important themes throughout the
      rest of this text.


                                       [ Next Section | Previous Section | Chapter Index | Main Index ]




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Java Programing: Section 1.6

      Section 1.6
      The Modern User Interface



      WHEN COMPUTERS WERE FIRST INTRODUCED, ordinary people -- including most programmers --
      couldn't get near them. They were locked up in rooms with white-coated attendants who would take your
      programs and data, feed them to the computer, and return the computer's response some time later. When
      timesharing -- where the computer switches its attention rapidly from one person to another -- was invented
      in the 1960s, it became possible for several people to interact directly with the computer at the same time.
      On a timesharing system, users sit at "terminals" where they type commands to the computer, and the
      computer types back its response. Early personal computers also used typed commands and responses,
      except that there was only one person involved at a time. This type of interaction between a user and a
      computer is called a command-line interface.

      Today, of course, most people interact with computers in a completely different way. They use a Graphical
      User Interface, or GUI. The computer draws interface components on the screen. The components include
      things like windows, scroll bars, menus, buttons, and icons. Usually, a mouse is used to manipulate such
      components. Assuming that you are reading these notes on a computer, you are no doubt familiar with the
      basics of graphical user interfaces.

      A lot of GUI interface components have become fairly standard. That is, they have similar appearance and
      behavior on many different computer platforms including Macintosh, Windows 3.1, Windows 98, and
      various UNIX window systems. Java programs, which are supposed to run on many different platforms
      without modification to the program, can use all the standard GUI components. They might vary in
      appearance from platform to platform, but their functionality should be identical on any computer on which
      the program runs.

      Below is a very simple Java program -- actually an "applet," since it is running right here in the middle of a
      page -- that shows a few standard GUI interface components. There are four components that you can
      interact with: a button, a checkbox, a text field, and a pop-up menu. These components are labeled. There
      are a few other components in the applet. The labels themselves are components (even though you can't
      interact with them). The lower half of the applet is a text area component, that can display multiple lines of
      text. In fact, in Java terminology, the whole applet is itself considered to be a "component." Try clicking on
      the button and on the checkbox, and try selecting an item from the pop-up menu. You can type in the text
      field, but you might have to click on it first to activate it:




                                                 Sorry, your browser doesn't do Java.
                                                  Here is what the applet looked like
                                                           on my computer:




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Java Programing: Section 1.6




      As you experiment with the other components, you'll find that messages are displayed in the text area. What
      happens is that when you perform certain actions, such as clicking on a button, you generate "events." For
      each event, a message is sent to the applet telling it that the event has occurred, and the applet responds
      according to its program. In fact, the program consists mainly of "event handlers" that tell the applet how to
      respond to various types of events. In this example, the applet has been programmed to respond to each
      event by displaying a message in the text area.

      The use of the term "message" here is deliberate. Messages, as you saw in the previous section, are sent to
      objects. In fact, Java GUI components are implemented as objects. Java includes many predefined classes
      that represent various types of GUI components. Some of these classes are subclasses of others. Here is a
      diagram showing some of these classes and their relationships:




      Don't worry about the details for now, but try to get some feel about how object-oriented programming and
      inheritance are used here. Note that all the GUI classes are subclasses, directly or indirectly, of a class
      called Component. Two of the direct subclasses of Component themselves have subclasses. The classes
      TextArea and TextField, which have certain behaviors in common, are grouped together as
      subclasses of TextComponent. The class named Container refers to components that can contain
      other components. The Applet class is, indirectly, a subclass of Container since applets can contain


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Java Programing: Section 1.6

      components such as buttons and text fields.

      Just from this brief discussion, perhaps you can see how GUI programming can make effective use of
      object-oriented design. In fact, GUI's, with their "visible objects," are probably a major factor contributing
      to the popularity of OOP.

      Programming with GUI components and events is one of the most interesting aspects of Java. However, we
      will spend several chapters on the basics before returning to this topic in Chapter 6.


                                       [ Next Section | Previous Section | Chapter Index | Main Index ]




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Java Programing: Section 1.7

      Section 1.7
      The Internet and the World-Wide Web



      COMPUTERS CAN BE CONNECTED together on networks. A computer on a network can
      communicate with other computers on the same network by exchanging data and files or by sending and
      receiving messages. Computers on a network can even work together on a large computation.

      Today, millions of computers throughout the world are connected to a single huge network called the
      Internet. New computers are being connected to the Internet every day. In fact, a computer can join the
      Internet temporarily by using a modem to establish a connection through telephone lines.

      There are elaborate protocols for communication over the Internet. A protocol is simply a detailed
      specification of how communication is to proceed. For two computers to communicate at all, they must
      both be using the same protocols. The most basic protocols on the Internet are the Internet Protocol (IP),
      which specifies how data is to be physically transmitted from one computer to another, and the
      Transmission Control Protocol (TCP), which ensures that data sent using IP is received in its entirety and
      without error. These two protocols, which are referred to collectively as TCP/IP, provide a foundation for
      communication. Other protocols use TCP/IP to send specific types of information such as files and
      electronic mail.

      All communication over the Internet is in the form of packets. A packet consists of some data being sent
      from one computer to another, along with addressing information that indicates where on the Internet that
      data is supposed to go. Think of a packet as an envelope with an address on the outside and a message on
      the inside. (The message is the data.) The packet also includes a "return address," that is, the address of the
      sender. A packet can hold only a limited amount of data; longer messages must be divided among several
      packets, which are then sent individually over the net and reassembled at their destination.

      Every computer on the Internet has an IP address, a number that identifies it uniquely among all the
      computers on the net. The IP address is used for addressing packets. A computer can only send data to
      another computer on the Internet if it knows that computer's IP address. Since people prefer to use names
      rather than numbers, many computers are also identified by names, called domain names. For example, the
      main computer at Hobart and William Smith Colleges has the domain name hws3.hws.edu. (Domain names
      are just for convenience; your computer still needs to know IP addresses before it can communicate. There
      are computers on the Internet whose job it is to translate domain names to IP addresses. When you use a
      domain name, your computer sends a message to a domain name server to find out the corresponding IP
      address. Then, your computer uses the IP address, rather than the domain name, to communicate with the
      other computer.)


      The Internet provides a number of services to the computers connected to it (and, of course, to the users of
      those computers). These services use TCP/IP to send various types of data over the net. Among the most
      popular services are Telnet, electronic mail, FTP, and the World-Wide Web.

      Telnet allows a person using one computer to log on to another computer. (Of course, that person needs to
      know a user name and password for an account on the other computer.) Telnet provides only a
      command-line interface. Essentially, the first computer acts as a terminal for the second. Telnet is often
      used by people who are away from home to access their computer accounts back home -- and they can do
      so from any computer on the Internet, anywhere in the world.

      Electronic mail, or email, provides person-to-person communication over the Internet. An email message is
      sent by a particular user of one computer to a particular user of another computer. Each person is identified
      by a unique email address, which consists of the domain name of the computer where they receive their
      mail together with their user name or personal name. The email address has the form
      "username@domain.name". For example, my own email address is: eck@hws.edu. Email is actually

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Java Programing: Section 1.7

      transferred from one computer to another using a protocol called SMTP (Simple Mail Transfer Protocol).
      Email might still be the most common and important use of the Internet, although it has certainly been
      challenged in popularity by the World-Wide Web.

      FTP (File Transport Protocol) is designed to copy files from one computer to another. As with Telnet, an
      FTP user needs a user name and password to get access to a computer. However, many computers have
      been set up with special accounts that can be accessed through FTP with the user name "anonymous" and
      any password. This so-called anonymous FTP can be used to make files on one computer publically
      available to anyone with Internet access.

      The World-Wide Web (WWW) is based on pages which can contain information of many different kinds as
      well as links to other pages. These pages are viewed with a Web browser program such as Netscape or
      Internet Explorer. Many people seem to think that the World-Wide Web is the Internet, but it's really just a
      graphical user interface to the Internet. The pages that you view with a Web browser are just files that are
      stored on computers connected to the Internet. When you tell your Web browser to load a page, it contacts
      the computer on which the page is stored and transfers it to your computer using a protocol known as HTTP
      (HyperText Transfer Protocol). Any computer on the Internet can publish pages on the World-Wide Web.
      When you use a Web browser, you have access to a huge sea of interlinked information that can be
      navigated with no special computer expertise. The Web is the most exciting part of the Internet and is
      driving the Internet to a truly phenomenal rate of growth. If it fulfills its promise, the Web might become a
      universal and fundamental part of everyday life.

      I should note that a typical Web browser can use other protocols besides HTTP. For example, it can also
      use FTP to transfer files. The traditional user interface for FTP was a command-line interface, so among all
      the other things it does, a Web browser provides a modern graphical user interface for FTP. (This fact
      should help you understand that FTP is not a program. It is a set of standards for a certain type of
      communication between computers. To use FTP, you need a program that implements those standards.
      Different FTP programs can present you with very different user interfaces. Similarly, different Web
      browser programs can present very different interfaces to the user, but they must all use HTTP to get
      information from the Web.)


      Now just what, you might be thinking, does all this have to do with Java? In fact, Java is intimately
      associated with the Internet and the World-Wide Web. As you have seen in the previous section, special
      Java programs called applets are meant to be transmitted over the Internet and displayed on Web pages. A
      Web server transmits a Java applet just as it would transmit any other type of information. A Web browser
      that understands Java -- that is, that includes an interpreter for the Java virtual machine -- can then run the
      applet right on the Web page. Since applets are programs, they can do almost anything, including complex
      interaction with the user. With Java, a Web page becomes more than just a passive display of information.
      It becomes anything that programmers can imagine and implement.

      Its association with the Web is not Java's only advantage. But many good programming languages have
      been invented only to be soon forgotten. Java has had the good luck to ride on the coattails of the Web's
      immense and increasing popularity.


                                                             End of Chapter 1


                                       [ Next Chapter | Previous Section | Chapter Index | Main Index ]




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Java Programing: Chapter 1 Quiz

      Quiz Questions
      For Chapter 1



      THIS PAGE CONTAINS A SAMPLE quiz on material from Chapter 1 of this on-line Java textbook. You
      should be able to answer these questions after studying that chapter. Sample answers to all the quiz
      questions can be found here.


      Question 1: One of the components of a computer is its CPU. What is a CPU and what role does it play in
      a computer?

      Question 2: Explain what is meant by an "asynchronous event." Give some examples.

      Question 3: What is the difference between a "compiler" and an "interpreter"?

      Question 4: Explain the difference between high-level languages and machine language.

      Question 5: If you have the source code for a Java program, and you want to run that program, you will
      need both a compiler and an interpreter. What does the Java compiler do, and what does the Java interpreter
      do?

      Question 6: What is a subroutine?

      Question 7: Java is an object-oriented programming language. What is an object?

      Question 8: What is a variable? (There are four different ideas associated with variables in Java. Try to
      mention all four aspects in your answer. Hint: One of the aspects is the variable's name.)

      Question 9: Java is a "platform-independent language." What does this mean?

      Question 10: What is the "Internet"? Give some examples of how it is used. (What kind of services does it
      provide?)


                                                 [ Answers | Chapter Index | Main Index ]




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Java Programing: Chapter 2 Index

                                                             Chapter 2

                                    Programming in the Small I
                                        Names and Things


      ON A BASIC LEVEL (the level of machine language), a computer can perform only very simple
      operations. A computer performs complex tasks by stringing together large numbers of such operations.
      Such tasks must be "scripted" in complete and perfect detail by programs. Creating complex programs will
      never be really easy, but the difficulty can be handled to some extent by giving the program a clear overall
      structure. The design of the overall structure of a program is what I call "programming in the large."

      Programming in the small, which is sometimes called coding, would then refer to filling in the details of
      that design. The details are the explicit, step-by-step instructions for performing fairly small-scale tasks.
      When you do coding, you are working fairly "close to the machine," with some of the same concepts that
      you might use in machine language: memory locations, arithmetic operations, loops and decisions. In a
      high-level language such as Java, you get to work with these concepts on a level several steps above
      machine language. However, you still have to worry about getting all the details exactly right.

      This chapter and the next examine the facilities for programming in the small in the Java programming
      language. Don't be misled by the term "programming in the small" into thinking that this material is easy or
      unimportant. This material is an essential foundation for all types of programming. If you don't understand
      it, you can't write programs, no matter how good you get at designing their large-scale structure.


      Contents of Chapter 2:
            ●   Section 1: The Basic Java Application
            ●   Section 2: Variables and the Primitive Types
            ●   Section 3: Strings, Objects, and Subroutines
            ●   Section 4: Text Input and Output
            ●   Section 5: Details of Expressions
            ●   Programming Exercises
            ●   Quiz on this Chapter


                                      [ First Section | Next Chapter | Previous Chapter | Main Index ]




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Java Programing: Section 2.1

      Section 2.1
      The Basic Java Application



      A PROGRAM IS A SEQUENCE OF INSTRUCTIONS that a computer can execute to perform some
      task. A simple enough idea, but for the computer to make any use of the instructions, they must be written
      in a form that the computer can use. This means that programs have to be written in programming
      languages. Programming languages differ from ordinary human languages in being completely
      unambiguous and very strict about what is and is not allowed in a program. The rules that determine what is
      allowed are called the syntax of the language. Syntax rules specify the basic vocabulary of the language and
      how programs can be constructed using things like loops, branches, and subroutines. A syntactically correct
      program is one that can be successfully compiled or interpreted; programs that have syntax errors will be
      rejected (hopefully with a useful error message that will help you fix the problem).

      So, to be a successful programmer, you have to develop a detailed knowledge of the syntax of the
      programming language that you are using. However, syntax is only part of the story. It's not enough to write
      a program that will run. You want a program that will run and produce the correct result! That is, the
      meaning of the program has to be right. The meaning of a program is referred to as its semantics. A
      semantically correct program is one that does what you want it to.

      When I introduce a new language feature in these notes, I will explain both the syntax and the semantics of
      that feature. You should memorize the syntax; that's the easy part. Then you should try to get a feeling for
      the semantics by following the examples given, making sure that you understand how they work, and
      maybe writing short programs of your own to test your understanding.

      Of course, even when you've become familiar with all the individual features of the language, that doesn't
      make you a programmer. You still have to learn how to construct complex programs to solve particular
      problems. For that, you'll need both experience and taste. You'll find hints about software development
      throughout this textbook.


      We begin our exploration of Java with the problem that has become traditional for such beginnings: to write
      a program that displays the message "Hello World!". This might seem like a trivial problem, but getting a
      computer to do this is really a big first step in learning a new programming language (especially if it's your
      first programming language). It means that you understand the basic process of:
            1. getting the program text into the computer,
            2. compiling the program, and
            3. running the compiled program.

      The first time through, each of these steps will probably take you a few tries to get right. I can't tell you the
      details here of how you do each of these steps; it depends on the particular computer and Java programming
      environment that you are using. (See Appendix 2 for information on some common Java programming
      environments.) But in general, you will type the program using some sort of text editor and save the
      program in a file. Then, you will use some command to try to compile the file. You'll either get a message
      that the program contains syntax errors, or you'll get a compiled version of the program. In the case of Java,
      the program is compiled into Java bytecode, not into machine language. Finally, you can run the compiled
      program by giving some appropriate command. For Java, you will actually use an interpreter to execute the
      Java bytecode. Your programming environment might automate some of the steps for you, but you can be
      sure that the same three steps are being done in the background.

      Here is a Java program to display the message "Hello World!". Don't expect to understand what's going on
      here just yet -- some of it you won't really understand until a few chapters from now:
                          public class HelloWorld {


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Java Programing: Section 2.1


                               // A program to display the message
                               // "Hello World!" on standard output

                               public static void main(String[] args) {
                                  System.out.println("Hello World!");
                               }

                          }      // end of class HelloWorld
      The command that actually displays the message is:
                          System.out.println("Hello World!");
      This command is an example of a subroutine call statement. It uses a "built-in subroutine" named
      System.out.println to do the actual work. Recall that a subroutine consists of the instructions for
      performing some task, chunked together and given a name. That name can be used to "call" the subroutine
      whenever that task needs to be performed. A built-in subroutine is one that is already defined as part of the
      language and therefore automatically available for use in any program.

      When you run this program, the message "Hello World!" (without the quotes) will be displayed on standard
      output. Unfortunately, I can't say exactly what that means! Java is meant to run on many different
      platforms, and standard output will mean different things on different platforms. However, you can expect
      the message to show up in some convenient place. (If you use a command-line interface, like that in Sun
      Microsystem's Java Development Kit, you type in a command to tell the computer to run the program. The
      computer will type the output from the program, Hello World!, on the next line.)

      You must be curious about all the other stuff in the above program. Part of it consists of comments.
      Comments in a program are entirely ignored by the computer; they are there for human readers only. This
      doesn't mean that they are unimportant. Programs are meant to be read by people as well as by computers,
      and without comments, a program can be very difficult to understand. Java has two types of comments. The
      first type, used in the above program, begins with // and extends to the end of a line. The computer ignores
      the // and everything that follows it on the same line. Java has another style of comment that can extend
      over many lines. That type of comment begins with /* and ends with */.

      Everything else in the program is required by the rules of Java syntax. All programming in Java is done
      inside "classes." The first line in the above program says that this is a class named HelloWorld.
      "HelloWorld," the name of the class, also serves as the name of the program. Not every class is a program.
      In order to define a program, a class must include a subroutine called main, with a definition that takes the
      form:
                              public static void main(String[] args) {
                                    statements
                              }

      When you tell the Java interpreter to run the program, the interpreter calls the main() subroutine, and the
      statements that it contains are executed. These statements make up the script that tells the computer exactly
      what to do when the program is executed. The main() routine can call subroutines that are defined in the
      same class or even in other classes, but it is the main() routine that determines how and in what order the
      other subroutines are used.

      The word "public" in the first line of main() means that this routine can be called from outside the
      program. This is essential because the main() routine is called by the Java interpreter. The remainder of
      the first line of the routine is harder to explain at the moment; for now, just think of it as part of the required
      syntax. The definition of the subroutine -- that is, the instructions that say what it does -- consists of the
      sequence of "statements" enclosed between braces, { and }. Here, I've used statements as a placeholder for
      the actual statements that make up the program. Throughout this textbook, I will always use a similar
      format: anything that you see in this style of text (which is green if your browser supports colored text) is a


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      placeholder that describes something you need to type when you write an actual program.

      As noted above, a subroutine can't exist by itself. It has to be part of a "class". A program is defined by a
      public class that takes the form:
                            public class program-name {

                                   optional-variable-declarations-and-subroutines

                                   public static void main(String[] args) {
                                      statements
                                   }

                                   optional-variable-declarations-and-subroutines

                            }
      The name on the first line is the name of the program, as well as the name of the class. If the name of the
      class is HelloWorld, then the class should be saved in a file called HelloWorld.java. When this file is
      compiled, another file named HelloWorld.class will be produced. This class file,
      HelloWorld.class, contains the Java bytecode that is executed by a Java interpreter.
      HelloWorld.java is called the source code for the program. To execute the program, you only need the
      compiled class file, not the source code.
      Also note that according to the above syntax specification, a program can contain other subroutines besides
      main(), as well as things called "variable declarations." You'll learn more about these later (starting with
      variables, in the next section).


      By the way, recall that one of the neat features of Java is that it can be used to write applets that can run on
      pages in a Web browser. Applets are very different things from stand-alone programs such as the
      HelloWorld program, and they are not written in the same way. For one thing, an applet doesn't have a
      main() routine. Applets will be covered in Chapter 6 and Chapter 7. In the meantime, you will see applets
      in this text that simulate stand-alone programs. The applets you see are not really the same as the
      stand-alone programs that they simulate, since they run right on a Web page, but they will have the same
      behavior as the programs I describe. Here, just for fun, is an applet simulating the HelloWorld program.
      To run the program, click on the button:

                                                      Sorry, your browser doesn't
                                                             support Java.


                                       [ Next Section | Previous Chapter | Chapter Index | Main Index ]




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Java Programing: Section 2.2

      Section 2.2
      Variables and the Primitive Types



      N  AMES ARE FUNDAMENTAL TO PROGRAMMING. In programs, names are used to refer to many different
      sorts of things. In order to use those things, a programmer must understand the rules for giving names to things and
      the rules for using the names to work with those things. That is, the programmer must understand the syntax and the
      semantics of names.

      According to the syntax rules of Java, a name is a sequences of one or more characters. It must begin with a letter and
      must consist entirely of letters, digits, and the underscore character '_'. For example, here are some legal names:
                   N     n      rate      x15      quite_a_long_name                  HelloWorld

      Uppercase and lowercase letters are considered to be different, so that HelloWorld, helloworld,
      HELLOWORLD, and hElloWorLD are all distinct names. Certain names are reserved for special uses in Java, and
      cannot be used by the programmer for other purposes. These reserved words include: class, public, static,
      if, else, while, and several dozen other words.
      Java is actually pretty liberal about what counts as a letter or a digit. Java uses the Unicode character set, which
      includes thousands of characters from many different languages and different alphabets, and many of these characters
      count as letters or digits. However, I will be sticking to what can be typed on a regular English keyboard.
      Finally, I'll note that often things are referred to by "compound names" which consist of several ordinary names
      separated by periods. You've already seen an example: System.out.println. The idea here is that things in Java
      can contain other things. A compound name is a kind of path to an item through one or more levels of containment.
      The name System.out.println indicates that something called "System" contains something called "out" which
      in turn contains something called "println". I'll use the term identifier to refer to any name -- single or compound --
      that can be used to refer to something in Java. (Note that the reserved words are not identifiers, since they can't be
      used as names for things.)


      Programs manipulate data that are stored in memory. In machine language, data can only be referred to by giving the
      numerical address of the location in memory where it is stored. In a high-level language such as Java, names are used
      instead of numbers to refer to data. It is the job of the computer to keep track of where in memory the data is actually
      stored; the programmer only has to remember the name. A name used in this way -- to refer to data stored in memory
      -- is called a variable.
      Variables are actually rather subtle. Properly speaking, a variable is not a name for the data itself but for a location in
      memory that can hold data. You should think of a variable as a container or box where you can store data that you
      will need to use later. The variable refers directly to the box and only indirectly to the data in the box. Since the data
      in the box can change, a variable can refer to different data values at different times during the execution of the
      program, but it always refers to the same box. Confusion can arise, especially for beginning programmers, because
      when a variable is used in a program in certain ways, it refers to the container, but when it is used in other ways, it
      refers to the data in the container. You'll see examples of both cases below.

      (In this way, a variable is something like the title, "The President of the United States." This title can refer to different
      people at different time, but it always refers to the same office. If I say "the President went fishing," I mean that Bill
      Clinton went fishing. But if I say "Donald Trump wants to be President" I mean that he wants to fill the office, not
      that he wants to be Bill Clinton.)

      In Java, the only way to get data into a variable -- that is, into the box that the variable names -- is with an assignment
      statement. An assignment statement takes the form:

                                                         variable = expression;

      where expression represents anything that refers to or computes a data value. When the computer comes to an
      assignment statement in the course of executing a program, it evaluates the expression and puts the resulting data
      value into the variable. For example, consider the simple assignment statement



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                                                            rate = 0.07;

      The variable in this assignment statement is rate, and the expression is the number 0.07. The computer executes
      this assignment statement by putting the number 0.07 in the variable rate, replacing whatever was there before.
      Now, consider the following more complicated assignment statement, which might come later in the same program:

                                               interest = rate * principal;
      Here, the value of the expression "rate * principal" is being assigned to the variable interest. In the
      expression, the * is a "multiplication operator" that tells the computer to multiply rate times principal. The
      names rate and principal are themselves variables, and it is really the values stored in those variables that are to
      be multiplied. We see that when a variable is used in an expression, it is the value stored in the variable that matters;
      in this case, the variable seems to refer to the data in the box, rather than to the box itself. When the computer
      executes this assignment statement, it takes the value of rate, multiplies it by the value of principal, and stores
      the answer in the box referred to by interest.
      (Note, by the way, that an assignment statement is a command that is executed by the computer at a certain time. It is
      not a statement of fact. For example, suppose a program includes the statement "rate = 0.07;". If the statement
      "interest = rate * principal;" is executed later in the program, can we say that the principal is
      multiplied by 0.07? No! The value of rate might have been changed in the meantime by another statement. The
      meaning of an assignment statement is completely different from the meaning of an equation in mathematics, even
      though both use the symbol "=".)


      A variable in Java is designed to hold only one particular type of data; it can legally hold that type of data and no
      other. The compiler will consider it to be a syntax error if you try to violate this rule. We say that Java is a strongly
      typed language because it enforces this rule.

      There are eight so-called primitive types built into Java. The primitive types are named byte, short, int, long,
      float, double, char, and boolean. The first four types hold integers (whole numbers such as 17, -38477, and
      0). The four integer types are distinguished by the ranges of integers they can hold. The float and double types
      hold real numbers (such as 3.6 and -145.99). Again, the two real types are distinguished by their range and accuracy.
      A variable of type char holds a single character from the Unicode character set. And a variable of type boolean
      holds one of the two logical values true or false.
      Any data value stored in the computer's memory must be represented as a binary number, that is as a string of zeros
      and ones. A single zero or one is called a bit. A string of eight bits is called a byte. Memory is usually measured in
      terms of bytes. Not surprisingly, the byte data type refers to a single byte of memory. A variable of type byte holds
      a string of eight bits, which can represent any of the integers between -128 and 127, inclusive. (There are 256 integers
      in that range; eight bits can represent 256 -- two raised to the power eight -- different values.) As for the other integer
      types,
           ●   short corresponds to two bytes (16 bits). Variables of type short have values in the range -32768 to
               32767.
           ●   int corresponds to four bytes (32 bits). Variables of type int have values in the range -2147483648 to
               2147483647.
           ●   long corresponds to eight bytes (64 bits). Variables of type long have values in the range
               -9223372036854775808 to 9223372036854775807.

      You don't have to remember these numbers, but they do give you some idea of the size of integers that you can work
      with. Usually, you should just stick to the int data type, which is good enough for most purposes.

      The float data type is represented in four bytes of memory, using a standard method for encoding real numbers.
      The maximum value for a float is about 10 raised to the power 38. A float can have about 7 significant digits.
      (So that 32.3989231134 and 32.3989234399 would both have to be rounded off to about 32.398923 in order to be
      stored in a variable of type float.) A double takes up 8 bytes, can range up to about 10 to the power 308, and has
      about 15 significant digits. Ordinarily, you should stick to the double type for real values.

      A variable of type char occupies two bytes in memory. The value of a char variable is a single character such as A,
      *, x, or a space character. The value can also be a special character such a tab or a carriage return or one of the many
      Unicode characters that come from different languages. When a character is typed into a program, it must be


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      surrounded by single quotes; for example: 'A', '*', or 'x'. Without the quotes, A would be an identifier and * would be
      a multiplication operator. The quotes are not part of the value and are not stored in the variable; they are just a
      convention for naming a particular character constant in a program.

      A name for a constant value is called a literal. A literal is what you have to type in a program to represent a value. 'A'
      and '*' are literals of type char, representing the character values A and *. Certain special characters have special
      literals that use a backslash, \, as an "escape character". In particular, a tab is represented as '\t', a carriage return as
      '\r', a linefeed as '\n', the single quote character as '\'', and the backslash itself as '\\'. Note that even
      though you type two characters between the quotes in '\t', the value represented by this literal is a single tab
      character.

      Numeric literals are a little more complicated than you might expect. Of course, there are the obvious literals such as
      317 and 17.42. But there are other possibilities for expressing numbers in a Java program. First of all, real numbers
      can be represented in an exponential form such as 1.3e12 or 12.3737e-108. The "e12" and "e-108" represent powers
      of 10, so that 1.3e12 means 1.3 times 1012 and 12.3737e-108 means 12.3737 times 10-108. This format is used for
      very large and very small numbers. Any numerical literal that contains a decimal point or exponential is a literal of
      type double. To make a literal of type float, you have to append an "F" or "f" to the end of the number. For
      example, "1.2F" stands for 1.2 considered as a value of type float. (Occasionally, you need to know this because
      the rules of Java say that you can't assign a value of type double to a variable of type float, so you might be
      confronted with a ridiculous-seeming error message if you try to do something like "float x = 1.2;". You have
      to say "float x = 1.2F;". This is one reason why I advise sticking to type double for real numbers.)
      Even for integer literals, there are some complications. Ordinary integers such as 177777 and -32 are literals of type
      byte, short, or int, depending on their size. You can make a literal of type long by adding "L" as a suffix. For
      example: 17L or 728476874368L. As another complication, Java allows octal (base-8) and hexadecimal (base-16)
      literals. (I don't want to cover base-8 and base-16 in these notes, but in case you run into them in other people's
      programs, it's worth knowing that a zero at the beginning of an integer makes it an octal literal, as in 045 or 077. A
      hexadecimal literal begins with 0x or 0X, as in 0x45 or 0xFF7A. By the way, the octal literal 045 represents the
      number 37, not the number 45.)

      For the type boolean, there are precisely two literals: true and false. These literals are typed just as I've written
      them here, without quotes, but they represent values, not variables. Boolean values occur most often as the values of
      conditional expressions. For example,

                                                             rate > 0.05

      is a boolean-valued expression that evaluates to true if the value of the variable rate is greater than 0.05, and to
      false if the value of rate is not greater than 0.05. As you'll see in Chapter 3, boolean-valued expressions are used
      extensively in control structures. Of course, boolean values can also be assigned to variables of type boolean.
      Java has other types in addition to the primitive types, but all the other types represent objects rather than "primitive"
      data values. For the most part, we are not concerned with objects for the time being. However, there is one predefined
      object type that is very important: the type String. A String is a sequence of characters. You've already seen a
      string literal: "Hello World!". The double quotes are part of the literal; they have to be typed in the program.
      However, they are not part of the actual string value, which consists of just the characters between the quotes. Within
      a string, special characters can be represented using the backslash notation. Within this context, the double quote is
      itself a special character. For example, to represent the string value

                                                       I said, "Are you listening!"

      with a linefeed at the end, you would have to type the literal:
                                                     "I said, \"Are you listening!\"\n"

      Because strings are objects, their behavior in programs is peculiar in some respects (to someone who is not used to
      objects). I'll have more to say about them in the next section.


      A variable can be used in a program only if it has first been declared. A variable declaration statement is used to
      declare one or more variables and to give them names. When the computer executes a variable declaration, it sets
      aside memory for the variable and associates the variable's name with that memory. A simple variable declaration


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      takes the form:

                                                type-name variable-name-or-names;

      The variable-name-or-names can be a single variable name or a list of variable names separated by commas. (We'll
      see later that variable declaration statements can actually be somewhat more complicated than this.) Good
      programming style is to declare only one variable in a declaration statement, unless the variables are closely related in
      some way. For example:
                                     int numberOfStudents;
                                     String name;
                                     double x, y;
                                     boolean isFinished;
                                     char firstInitial, middleInitial, lastInitial;
      In this chapter, we will only use variables declared inside the main() subroutine of a program. Variables declared
      inside a subroutine are called local variables for that subroutine. They exist only inside the subroutine, while it is
      running, and are completely inaccessible from outside. Variable declarations can occur anywhere inside the
      subroutine, as long as each variable is declared before it is used in any expression. Some people like to declare all the
      variables at the beginning of the subroutine. Others like to wait to declare a variable until it is needed. My preference:
      Declare important variables at the beginning of the subroutine, and use a comment to explain the purpose of each
      variable. Declare "utility variables" which are not important to the overall logic of the subroutine at the point in the
      subroutine where they are first used. Here is a simple program using some variables and assignment statements:
                    public class Interest {

                         /*
                               This class implements a simple program that
                               will compute the amount of interest that is
                               earned on $17,000 invested at an interest
                               rate of 0.07 for one year. The interest and
                               the value of the investment after one year are
                               printed to standard output.
                         */

                         public static void main(String[] args) {

                                /* Declare the variables. */

                                double principal;                   // The value of the investment.
                                double rate;                        // The annual interest rate.
                                double interest;                    // Interest earned in one year.

                                /* Do the computations. */

                                principal = 17000;
                                rate = 0.07;
                                interest = principal * rate;                      // Compute the interest.

                                principal = principal + interest;
                                      // Compute value of investment after one year, with interest.
                                      // (Note: The new value replaces the old value of principal.)

                                /* Output the results. */

                                System.out.print("The interest earned is $");
                                System.out.println(interest);
                                System.out.print("The value of the investment after one year is $");
                                System.out.println(principal);

                         } // end of main()



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Java Programing: Section 2.2

                    } // end of class Interest


      And here is an applet that simulates this program:

                                                        Sorry, your browser doesn't
                                                               support Java.
      This program uses several subroutine call statements to display information to the user of the program. Two different
      subroutines are used: System.out.print and System.out.println. The difference between these is that
      System.out.println adds a carriage return after the end of the information that it displays, while
      System.out.print does not. Thus, the value of interest, which is displayed by the subroutine call
      "System.out.println(interest);", follows on the same line after the string displayed by the previous
      statement. Note that the value to be displayed by System.out.print or System.out.println is provided in
      parentheses after the subroutine name. This value is called a parameter to the subroutine. A parameter provides a
      subroutine with information it needs to perform its task. In a subroutine call statement, any parameters are listed in
      parentheses after the subroutine name. Not all subroutines have parameters. If there are no parameters in a subroutine
      call statement, the subroutine name must be followed by an empty pair of parentheses.


                                         [ Next Section | Previous Section | Chapter Index | Main Index ]




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Java Programing: Section 2.3

      Section 2.3
      Strings, Objects, and Subroutines



      THE PREVIOUS SECTION introduced the eight primitive data types and the type String. There is a
      fundamental difference between the primitive types and the String type: Values of type String are objects.
      While we will not study objects in detail until Chapter 5, it will be useful for you to know a little about them
      and about a closely related topic: classes. This is not just because strings are useful but because objects and
      classes are essential to understanding another important programming concept, subroutines.
      Recall that a subroutine is a set of program instructions that have been chunked together and given a name. In
      Chapter 4, you'll learn how to write your own subroutines, but you can get a lot done in a program just by
      calling subroutines that have already been written for you. In Java, every subroutine is contained in a class or in
      an object. Some classes that are standard parts of the Java language contain predefined subroutines that you can
      use. A value of type String, which is an object, contains subroutines that can be used to manipulate that
      string. You can call all these subroutines without understanding how they were written or how they work.
      Indeed, that's the whole point of subroutines: A subroutine is a "black box" which can be used without knowing
      what goes on inside.
      Classes in Java have two very different functions. First of all, a class can group together variables and
      subroutines that are contained in that class. These variables and subroutines are called static members of the
      class. You've seen one example: In a class that defines a program, the main() routine is a static member of the
      class. The parts of a class definition that define static members are marked with the reserved word "static",
      just like the main() routine of a program. However, classes have a second function. They are used to describe
      objects. In this role, the class of an object specifies what subroutines and variables are contained in that object.
      The class is a type -- in the technical sense of a specification of a certain type of data value -- and the object is a
      value of that type. For example, String is actually the name of a class that is included as a standard part of the
      Java language. It is also a type, and actual strings such as "Hello World" are values of type String.

      So, every subroutine is contained either in a class or in an object. Classes contain subroutines called static
      member subroutines. Classes also describe objects and the subroutines that are contained in those objects.
      This dual use can be confusing, and in practice most classes are designed to perform primarily or exclusively in
      only one of the two possible roles. For example, although the String class does contain a few rarely-used
      static member subroutines, it exists mainly to specify a large number of subroutines that are contained in objects
      of type String. Another standard class, named Math, exists entirely to group together a number of static
      member subroutines that compute various common mathematical functions.


      To begin to get a handle on all of this complexity, let's look at the subroutine System.out.print as an
      example. As you have seen earlier in this chapter, this subroutine is used to display information to the user. For
      example, System.out.print("Hello World") displays the message, Hello World.

      System is one of Java's standard classes. One of the static member variables in this class is named out. Since
      this variable is contained in the class System, its full name -- which you have to use to refer to it in your
      programs -- is System.out. The variable System.out refers to an object, and that object in turn contains a
      subroutine named print. The compound identifier System.out.print refers to the subroutine print in
      the object out in the class System.

      (As an aside, I will note that the object referred to by System.out is an object of the class PrintStream.
      PrintStream is another class that is a standard part of Java. Any object of type PrintStream is a
      destination to which information can be printed; any object of type PrintStream has a print subroutine
      that can be used to send information to that destination. The object System.out is just one possible
      destination, and System.out.print is the subroutine that sends information to that destination. Other
      objects of type PrintStream might send information to other destinations such as files or across a network to


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      other computers. This is object-oriented programming: Many different things which have something in common
      -- they can all be used as destinations for information -- can all be used in the same way -- through a print
      subroutine. The PrintStream class expresses the commonalities among all these objects.)
      Since class names and variable names are used in similar ways, it might be hard to tell which is which. All the
      built-in, predefined names in Java follow the rule that class names begin with an upper case letter while variable
      names begin with a lower case letter. While this is not a formal syntax rule, I recommend that you follow it in
      your own programming. Subroutine names should also begin with lower case letters. There is no possibility of
      confusing a variable with a subroutine, since a subroutine name in a program is always followed by a left
      parenthesis.


      Classes can contain static member subroutines, as well as static member variables. For example, the System
      class contains a subroutine named exit. In a program, of course, this subroutine must be referred to as
      System.exit. Calling this subroutine will terminate the program. You could use it if you had some reason to
      terminate the program before the end of the main routine. (For historical reasons, this subroutine takes an
      integer as a parameter, so the subroutine call statement might look like "System.exit(0);" or
      "System.exit(1);". The parameter tells the computer why the program is being terminated. A parameter
      value of 0 indicates that the program is ending normally. Any other value indicates that the program is being
      terminated because an error has been detected.)
      Every subroutine performs some specific task. For some subroutines, that task is to compute or retrieve some
      data value. Subroutines of this type are called functions. We say that a function returns a value. The returned
      value must then be used somehow in the program.

      You are familiar with the mathematical function that computes the square root of a number. Java has a
      corresponding function called Math.sqrt. This function is a static member subroutine of the class named
      Math. If x is any numerical value, then Math.sqrt(x) computes and returns the square root of that value.
      Since Math.sqrt(x) represents a value, it doesn't make sense to put it on a line by itself in a subroutine call
      statement such as
                            Math.sqrt(x);               // This doesn't make sense!
      What, after all, would the computer do with the value computed by the function in this case? You have to tell
      the computer to do something with the value. You might tell the computer to display it:
                            System.out.print( Math.sqrt(x) );                         // Display the square root of x.
      or you might use an assignment statement to tell the computer to store that value in a variable:
                            lengthOfSide = Math.sqrt(x);
      The function call Math.sqrt(x) represents a value of type double, and it can be used anyplace where a
      numerical value of type double could be used.

      The Math class contains many static member functions. Here is a list of some of the more important of them:
           ●   Math.abs(x), which computes the absolute value of x.
           ●   The usual trigonometric functions, Math.sin(x), Math.cos(x), and Math.tan(x). (For all the
               trigonometric functions, angles are measured in radians, not degrees.)
           ●   The inverse trigonometric functions arcsin, arccos, and arctan, which are written as: Math.asin(x),
               Math.acos(x), and Math.atan(x).
           ●   The exponential function Math.exp(x) for computing the number e raised to the power x, and the
               natural logarithm function Math.log(x) for computing the logarithm of x in the base e.
           ●   Math.pow(x,y) for computing x raised to the power y.
           ●   Math.floor(x), which rounds x down to the nearest integer value that is less than or equal to x.
               (For example, Math.floor(3.76) is 3.0.)
           ●   Math.random(), which returns a randomly chosen double in the range 0.0 <=


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               Math.random() < 1.0. (The computer actually calculates so-called "pseudorandom" numbers,
               which are not truly random but are random enough for most purposes.)
      For these functions, the type of the parameter -- the value inside parentheses -- can be of any numeric type. For
      most of the functions, the value returned by the function is of type double no matter what the type of the
      parameter. However, for Math.abs(x), the value returned will be the same type as x. If x is of type int,
      then so is Math.abs(x). (So, for example, while Math.sqrt(9) is the double value 3.0,
      Math.abs(9) is the int value 9.)

      Note that Math.random() does not have any parameter. You still need the parentheses, even though there's
      nothing between them. The parentheses let the computer know that this is a subroutine rather than a variable.
      Another example of a subroutine that has no parameters is the function System.currentTimeMillis(),
      from the System class. When this function is executed, it retrieves the current time, expressed as the number
      of milliseconds that have passed since a standardized base time (the start of the year 1970 in Greenwich Mean
      Time, if you care). One millisecond is one thousandth second. The value of
      System.currentTimeMillis() is of type long. This function can be used to measure the time that it
      takes the computer to perform a task. Just record the time at which the task is begun and the time at which it is
      finished and take the difference.

      Here is a sample program that performs a few mathematical tasks and reports the time that it takes for the
      program to run. On some computers, the time reported might be zero, because it is too small to measure in
      milliseconds. Even if it's not zero, you can be sure that most of the time reported by the computer was spent
      doing output or working on tasks other than the program, since the calculations performed in this program
      occupy only a tiny fraction of a second of a computer's time.

               public class TimedComputation {

                    /* This program performs some mathematical computations and displays
                       the results. It then reports the number of seconds that the
                       computer spent on this task.
                    */

                    public static void main(String[] args) {

                         long startTime; // Starting time of program, in milliseconds.
                         long endTime;   // Time when computations are done, in milliseconds.
                         double time;    // Time difference, in seconds.

                         startTime = System.currentTimeMillis();

                         double width, height, hypotenuse; // sides of a triangle
                         width = 42.0;
                         height = 17.0;
                         hypotenuse = Math.sqrt( width*width + height*height );
                         System.out.print("A triangle with sides 42 and 17 has hypotenuse ");
                         System.out.println(hypotenuse);

                         System.out.println("\nMathematically, sin(x)*sin(x) + "
                                                          + "cos(x)*cos(x) - 1 should be 0.");
                         System.out.println("Let's check this for x = 1:");
                         System.out.print("      sin(1)*sin(1) + cos(1)*cos(1) - 1 is ");
                         System.out.println( Math.sin(1)*Math.sin(1)
                                                           + Math.cos(1)*Math.cos(1) - 1 );
                         System.out.println("(There can be round-off errors when "
                                                         + " computing with real numbers!)");

                         System.out.print("\nHere is a random number:                       ");



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                         System.out.println( Math.random() );

                         endTime = System.currentTimeMillis();
                         time = (endTime - startTime) / 1000.0;

                         System.out.print("\nRun time in seconds was:                          ");
                         System.out.println(time);

                    } // end main()

               } // end class TimedComputation
      Here is a simulated version of this program. If you run it several times, you should see a different random
      number in the output each time.
                                                      Sorry, your browser doesn't
                                                             support Java.



      A value of type String is an object. That object contains data, namely the sequence of characters that make
      up the string. It also contains subroutines. All of these subroutines are in fact functions. For example, length
      is a subroutine that computes the length of a string. Suppose that str is a variable that refers to a String. For
      example, str might have been declared and assigned a value as follows:
                            String str;
                            str = "Seize the day!";
      Then str.length() is a function call that represents the number of characters in the string. The value of
      str.length() is an int. Note that this function has no parameter; the string whose length is being
      computed is str. The length subroutine is defined by the class String, and it can be used with any value
      of type String. It can even be used with String literals, which are, after all, just constant values of type
      String. For example, you could have a program count the characters in "Hello World" for you by saying
                            System.out.print("The number of characters in ");
                            System.out.println("the string \"Hello World\" is ");
                            System.out.println( "Hello World".length() );

      The String class defines a lot of functions. Here are some that you might find useful. Assume that s1 and s2
      refer to values of type String:
           ●   s1.equals(s2) is a function that returns a boolean value. It returns true if s1 consists of
               exactly the same sequence of characters as s2, and returns false otherwise.
           ●   s1.equalsIgnoreCase(s2) is another boolean-valued function that checks whether s1 is the
               same string as s2, but this function considers upper and lower case letters to be equivalent. Thus, if s1
               is "cat", then s1.equals("Cat") is false, while s1.equalsIgnoreCase("Cat") is true.
           ●   s1.length(), as mentioned above, is an integer-valued function that gives the number of characters
               in s1.
           ●   s1.charAt(N), where N is an integer, returns a value of type char. It returns the N-th character in
               the string. Positions are numbered starting with 0, so s1.charAt(0) is the actually the first character,
               s1.charAt(1) is the second, and so on. The final position is s1.length() - 1. For example, the
               value of "cat".charAt(1) is 'a'. An error occurs if the value of the parameter is less than zero or
               greater than s1.length() - 1.
           ●   s1.substring(N,M), where N and M are integers, returns a value of type String. The returned
               value consists of the characters in s1 in positions N, N+1,..., M-1. Note that the character in position M
               is not included. The returned value is called a substring of s1.
           ●   s1.indexOf(s2) returns an integer. If s2 occurs as a substring of s1, then the returned value is the


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               starting position of that substring. Otherwise, the returned value is -1. You can also use
               s1.indexOf(ch) to search for a particular character, ch, in s1. To find the first occurrence of x at
               or after position N, you can use s1.indexOf(x,N).
           ●   s1.compareTo(s2) is an integer-valued function that compares the two strings. If the strings are
               equal, the value returned is zero. If s1 is less than s2, the value returned is a number less than zero, and
               if s1 is greater than s2, the value returned is some number greater than zero. (If both of the strings
               consist entirely of lowercase letters, then "less than" and "greater than" refer to alphabetical order.
               Otherwise, the ordering is more complicated.)
           ●   s1.toUpperCase() is a String-valued function that returns a new string that is equal to s1,
               except that any lower case letters in s1 have been converted to upper case. For example,
               "Cat".toUpperCase() is the string "CAT". There is also a method s1.toLowerCase().
           ●   s1.trim() is a String-valued function that returns a new string that is equal to s1 except that any
               non-printing characters such as spaces and tabs have been trimmed from the beginning and from the end
               of the string. Thus, if s1 has the value "fred ", then s1.trim() is the string "fred".

      For the methods s1.toUpperCase(), s1.toLowerCase(), and s1.trim(), note that the value of s1
      is not changed. Instead a new string is created and returned as the value of the function. The returned value
      could be used, for example, in an assignment statement such as "s2 = s1.toLowerCase();".


      Here is another extremely useful fact about strings: You can use the plus operator, +, to concatenate two strings.
      The concatenation of two strings is a new string consisting of all the characters of the first string followed by all
      the characters of the second string. For example, "Hello" + "World" evaluates to "HelloWorld". (Gotta watch
      those spaces, of course.) Let's suppose that name is a variable of type String and that it already refers to the
      name of the person using the program. Then, the program could greet the user by executing the statement:
                         System.out.println("Hello, "                         +    name       +    ".      Pleased to meet you!");

      Even more surprising is that you can concatenate values belonging to one of the primitive types onto a String
      using the + operator. The value of primitive type is converted to a string, just as it would be if you printed it to
      the standard output, and then it is concatenated onto the string. For example, the expression "Number" + 42
      evaluates to the string "Number42". And the statements
                    System.out.print("After ");
                    System.out.print(years);
                    System.out.print(" years, the value is ");
                    System.out.print(principal);
      can be replaced by the single statement:
                    System.out.print("After " + years +
                                        " years, the value is " + principal);
      Obviously, this is very convenient. It would have shortened several of the examples used earlier in this chapter.


                                        [ Next Section | Previous Section | Chapter Index | Main Index ]




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Java Programing: Section 2.4

      Section 2.4
      Text Input and Output



      FOR SOME UNFATHOMABLE REASON, Java seems to lack any reasonable built-in subroutines for
      reading data typed in by the user. You've already seen that output can be displayed to the user using the
      subroutine System.out.print. This subroutine is part of a pre-defined object called System.out.
      The purpose of this object is precisely to display output to the user. There is a corresponding object called
      System.in that exists to read data input by the user, but it provides only very primitive input facilities, and
      it requires some advanced Java programming skills to use it effectively.
      There is some excuse for this, since Java is meant mainly to write programs for Graphical User Interfaces,
      and those programs have their own style of input/output, which is implemented in Java. However, basic
      support is needed for input/output in old-fashioned non-GUI programs. Fortunately, it is possible to extend
      Java by creating new classes that provide subroutines that are not available in the classes which are a
      standard part of the language. As soon as a new class is available, the subroutines that it contains can be used
      in exactly the same way as built-in routines.

      For example, I've written a class called TextIO that defines subroutines for reading values typed by the
      user. The subroutines in this class make it possible to get input from the standard input object, System.in,
      without knowing about the advanced aspects of Java that you would need to know to use System.in
      directly. TextIO also contains a set of output subroutines. The output subroutines are similar to those
      provided in System.out, but they provide a few additional features. You can use whichever set of output
      subroutines you prefer, and you can even mix them in the same program.

      To use the TextIO class, you must make sure that the class is available to your program. What this means
      depends on the Java programming environment that you are using. See Appendix 2 for information about
      programming environments. In general, you just have to add the compiled file, TextIO.class, to the
      directory that contains your main program. You can obtain the compiled class file by compiling the source
      code, TextIO.java.

      The input routines in the TextIO class are static member functions. (Static member functions were
      introduced in the previous section.) Let's suppose that you want your program to read an integer typed in by
      the user. The TextIO class contains a static member function named getInt that you can use for this
      purpose. Since this function is contained in the TextIO class, you have to refer to it in your program as
      TextIO.getInt. The function has no parameters, so a call to the function takes the form
      "TextIO.getInt()". This function call represents the int value typed by the user, and you have to do
      something with the returned value, such as assign it to a variable. For example, if userInput is a variable
      of type int (created with a declaration statement "int userInput;"), then you could use the
      assignment statement

                                              userInput = TextIO.getInt();
      When the computer executes this statement, it will wait for the user to type in an integer value. The value
      typed will be returned by the function, and it will be stored in the variable, userInput. Here is a complete
      program that uses TextIO.getInt to read a number typed by the user and then prints out the square of
      the number that the user types:
                                  public class PrintSquare {

                                      public static void main(String[] args) {

                                           // A program that computes and prints the square
                                           // of a number input by the user.


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                                           int userInput;              // the number input by the user
                                           int square;                 // the userInput, multiplied by itself

                                           System.out.print("Please type a number: ");
                                           userInput = TextIO.getInt();
                                           square = userInput * userInput;
                                           System.out.print("The square of that number is ");
                                           System.out.println(square);

                                      } // end of main()

                                  } //end of class PrintSquare
      Here's an applet that simulates this program. When you run the program, it will display the message "Please
      type a number: " and will pause until you type a response. (If the applet does not respond to your typing, you
      might have to click on it to activate it.)
                                                      Sorry, your browser doesn't
                                                             support Java.

      The TextIO class contains static member subroutines TextIO.put and TextIO.putln that can be
      used in the same way as System.out.print and System.out.println. For example, although
      there is no particular advantage in doing so in this case, you could replace the two lines
                                           System.out.print("The square of that number is ");
                                           System.out.println(square);
      with
                                           TextIO.put("The square of that number is ");
                                           TextIO.putln(square);
      For the next few chapters, I will use TextIO for input in all my examples, and I will often use it for output.
      Keep in mind that TextIO can only be used in a program if TextIO.class is available to that program.
      It is not built into Java, as the System class is.


      Let's look a little more closely at the built-in output subroutines System.out.print and
      System.out.println. Each of these subroutines can be used with one parameter, where the parameter
      can be any value of type byte, short, int, long, float, double, char, boolean, or String.
      (These are the eight primitive types plus the type String.) That is, you can say
      "System.out.print(x);" or "System.out.println(x);", where x is any expression whose
      value is of one of these types. The expression can be a constant, a variable, or even something more
      complicated such as 2*distance*time. In fact, there are actually several different subroutines to handle
      the different parameter types. There is one System.out.print for printing values of type double, one
      for values of type int, another for values of type String, and so on. These subroutines can have the same
      name since the computer can tell which one you mean in a given subroutine call statement, depending on the
      type of parameter that you supply. Having several subroutines of the same name that differ in the types of
      their parameters is called overloading. Many programming languages do not permit overloading, but it is
      common in Java programs.

      The difference between System.out.print and System.out.println is that
      System.out.println outputs a carriage return after it outputs the specified parameter value. There is a
      version of System.out.println that has no parameters. This version simply outputs a carriage return,
      and nothing else. Of course, a subroutine call statement for this version of the program looks like
      "System.out.println();", with empty parentheses. Note that "System.out.println(x);" is
      exactly equivalent to "System.out.print(x); System.out.println();". (There is no version


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      of System.out.print without parameters. Do you see why?)

      As mentioned above, the TextIO subroutines TextIO.put and TextIO.putln can be used as
      replacements for System.out.print and System.out.println. However, TextIO goes beyond
      System.out by providing additional, two-parameter versions of put and putln. You can use subroutine
      call statements of the form "TextIO.put(x,n);" and "TextIO.putln(x,n);", where the second
      parameter, n, is an integer-valued expression. The idea is that n is the number of characters that you want to
      output. If x takes up fewer than n characters, then the computer will add some spaces at the beginning to
      bring the total up to n. (If x already takes up more than n characters, the computer will just print out more
      characters than you ask for.) This feature is useful, for example, when you are trying to output neat columns
      of numbers, and you know just how many characters you need in each column.


      The TextIO class is a little more versatile at doing output than is System.out. However, it's input for
      which we really need it.

      With TextIO, input is done using functions. For example, TextIO.getInt(), which was discussed
      above, makes the user type in a value of type int and returns that input value so that you can use it in your
      program. TextIO includes several functions for reading different types of input values. Here are examples
      of using each of them:
                      b   =    TextIO.getByte();                  //   value      read   is   a byte
                      i   =    TextIO.getShort();                 //   value      read   is   a short
                      j   =    TextIO.getInt();                   //   value      read   is   an int
                      k   =    TextIO.getLong();                  //   value      read   is   a long
                      x   =    TextIO.getFloat();                 //   value      read   is   a float
                      y   =    TextIO.getDouble();                //   value      read   is   a double
                      a   =    TextIO.getBoolean();               //   value      read   is   a boolean
                      c   =    TextIO.getChar();                  //   value      read   is   a char
                      w   =    TextIO.getWord();                  //   value      read   is   a String
                      s   =    TextIO.getln();                    //   value      read   is   a String
      For these statements to be legal, the variables on the left side of each assignment statement must be of the
      same type as that returned by the function on the right side.
      When you call one of these functions, you are guaranteed that it will return a legal value of the correct type.
      If the user types in an illegal value as input -- for example, if you ask for a byte and the user types in a
      number that is outside the legal range of -128 to 127 -- then the computer will ask the user to re-enter the
      value, and your program never sees the first, illegal value that the user entered.

      You'll notice that there are two input functions that return Strings. The first, getWord(), returns a string
      consisting of non-blank characters only. When it is called, it skips over any spaces and carriage returns typed
      in by the user. Then it reads non-blank characters until it gets to the next space or carriage return. It returns a
      String consisting of all the non-blank characters that it has read. The second input function, getln(),
      simply returns a string consisting of all the characters typed in by the user, including spaces, up to the next
      carriage return. It gets an entire line of input text. The carriage return itself is not returned as part of the input
      string, but it is read and discarded by the computer. Note that the String returned by this function might be
      the empty string, "", which contains no characters at all.

      All the other input functions listed -- getByte(), getShort(), getInt(), getLong(),
      getFloat(), getDouble(), getBoolean(), and getChar() -- behave like getWord(). That is,
      they will skip past any blanks and carriage returns in the input before reading a value. However, they will
      not skip past other characters. If you try to read two ints and the user types "2,3", the computer will read
      the first number correctly, but when it tries to read the second number, it will see the comma. It will regard
      this as an error and will force the user to retype the number. If you want to input several numbers from one
      line, you should make sure that the user knows to separate them with spaces, not commas. Alternatively, if
      you want to require a comma between the numbers, use getChar() to read the comma before reading the


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      second number.

      (There is another character input function, TextIO.getAnyChar(), which does not skip past blanks or
      carriage returns. It simply reads and returns the next character typed by the user. This could be any character,
      including a space or a carriage return. If the user typed a carriage return, then the char returned by
      getChar() is the special linefeed character '\n'. There is also a function, TextIO.peek(), that let's you
      look ahead at the next character in the input without actually reading it. After you "peek" at the next
      character, it will still be there when you read the next item from input. This allows you to look ahead and see
      what's coming up in the input, so that you can take different actions depending on what's there.)
      The semantics of input is much more complicated than the semantics of output. The first time the program
      tries to read input from the user, the computer will wait while the user types in an entire line of input.
      TextIO stores that line in a chunk of internal memory called the input buffer. Input is actually read from the
      buffer, not directly from the user's typing. The user only gets to type when the buffer is empty. This lets you
      read several numbers from one line of input. However, if you only want to read in one number and the user
      types in extra stuff on the line, then you could be in trouble. The extra stuff will still be there the next time
      you try to read something from input. (The symptom of this trouble is that the computer doesn't pause where
      you think it should to let the user type something in. The computer had stuff left over in the input buffer from
      the previous line that the user typed.) To help you avoid this, there are versions of the TextIO input
      functions that read a data value and then discard any leftover stuff on the same line:
                      b   =    TextIO.getlnByte();                   //    value      read   is   a byte
                      i   =    TextIO.getlnShort();                  //    value      read   is   a short
                      j   =    TextIO.getlnInt();                    //    value      read   is   an int
                      k   =    TextIO.getlnLong();                   //    value      read   is   a long
                      x   =    TextIO.getlnFloat();                  //    value      read   is   a float
                      y   =    TextIO.getlnDouble();                 //    value      read   is   a double
                      a   =    TextIO.getlnBoolean();                //    value      read   is   a boolean
                      c   =    TextIO.getlnChar();                   //    value      read   is   a char
                      w   =    TextIO.getlnWord();                   //    value      read   is   a String
      Note that calling getlnDouble(), for example, is equivalent to first calling getDouble() and then
      calling getln() to read any remaining data on the same line, including the end-of-line character itself. I
      strongly advise you to use the "getln" versions of the input routines, rather than the "get" versions, unless
      you really want to read several items from the same line of input.

      You might be wondering why there are only two output routines, put and putln, which can output data
      values of any type, while there is a separate input routine for each data value. As noted above, in reality there
      are many put and putln routines. The computer can tell them apart based on the type of the parameter that
      you provide. However, the input routines don't have parameters, so the different input routines can only be
      distinguished by having different names.


      Using TextIO for input and output, we can now improve the program from Section 2 for computing the
      value of an investment. We can have the user type in the initial value of the investment and the interest rate.
      The result is a much more useful program -- for one thing, it makes sense to run more than once!
                      public class Interest2 {

                           /*
                                 This class implements a simple program that
                                 will compute the amount of interest that is
                                 earned on an investment over a period of
                                 one year. The initial amount of the investment
                                 and the interest rate are input by the user.
                                 The value of the investment at the end of the
                                 year is output. The rate must be input as a
                                 decimal, not a percentage (for example, 0.05,


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                                 rather than 5).
                           */

                           public static void main(String[] args) {

                                  double principal;                 // the value of the investment
                                  double rate;                      // the annual interest rate
                                  double interest;                  // the interest earned during the year

                                  TextIO.put("Enter the initial investment: ");
                                  principal = TextIO.getlnDouble();

                                  TextIO.put("Enter the annual interest rate: ");
                                  rate = TextIO.getlnDouble();

                                  interest = principal * rate;   // compute this year's interest
                                  principal = principal + interest;     // add it to principal

                                  TextIO.put("The value of the investment after one year is $");
                                  TextIO.putln(principal);

                           } // end of main()

                      } // end of class Interest2


      Try out an equivalent applet here. (If the applet does not respond to your typing, you might have to click on
      it to activate it.)
                                                      Sorry, your browser doesn't
                                                             support Java.

      By the way, the applets on this page don't actually use TextIO. The TextIO class is only for use in
      programs, not applets. For applets, I have written a separate class that provides similar input/output
      capabilities in a Graphical User Interface program.


                                       [ Next Section | Previous Section | Chapter Index | Main Index ]




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Java Programing: Section 2.5

      Section 2.5
      Details of Expressions



      THIS SECTION TAKES A CLOSER LOOK at expressions. Recall that an expression is a piece of
      program code that represents or computes a value. An expression can be a literal, a variable, a function call,
      or several of these things combined with operators such as + and >. The value of an expression can be
      assigned to a variable, used as the output value in an output routine, or combined with other values into a
      more complicated expression. (The value can even, in some cases, be ignored, if that's what you want to do;
      this is more common than you might think.) Expressions are an essential part of programming. So far, these
      notes have dealt only informally with expressions. This section tells you the more-or-less complete story.

      The basic building blocks of expressions are literals (such as 674, 3.14, true, and 'X'), variables, and
      function calls. Recall that a function is a subroutine that returns a value. You've already seen some
      examples of functions: the input routines from the TextIO class and the mathematical functions from the
      Math class.
      Literals, variables, and function calls are simple expressions. More complex expressions can be built up by
      using operators to combine simpler expressions. Operators include + for adding two numbers, > for
      comparing two values, and so on. When several operators appear in an expression, there is a question of
      precedence, which determines how the operators are grouped for evaluation. For example, in the expression
      "A + B * C", B*C is computed first and then the result is added to A. We say that multiplication (*) has
      higher precedence than addition (+). If the default precedence is not what you want, you can use
      parentheses to explicitly specify the grouping you want. For example, you could use "(A + B) * C" if
      you want to add A to B first and then multiply the result by C.
      The rest of this section gives details of operators in Java. The number of operators in Java is quite large, and
      I will not cover them all here. Most of the important ones are here; a few will be covered in later chapters as
      they become relevant.


      Arithmetic Operators
      Arithmetic operators include addition, subtraction, multiplication, and division. They are indicated by +, -,
      *, and /. These operations can be used on values of any numeric type: byte, short, int, long, float,
      or double. When the computer actually calculates one of these operations, the two values that it combines
      must be of the same type. If your program tells the computer to combine two values of different types, the
      computer will convert one of the values from one type to another. For example, to compute 37.4 + 10, the
      computer will convert the integer 10 to a real number 10.0 and will then compute 37.4 + 10.0. (The
      computer's internal representations for 10 and 10.0 are very different, even though people think of them as
      representing the same number.) Ordinarily, you don't have to worry about type conversion, because the
      computer does it automatically.

      When two numerical values are combined (after doing type conversion on one of them, if necessary), the
      answer will be of the same type. If you multiply two ints, you get an int; if you multiply two doubles,
      you get a double. This is what you would expect, but you have to be very careful when you use the
      division operator /. When you divide two integers, the answer will always be an integer; if the quotient has
      a fractional part, it is discarded. For example, the value of 7/2 is 3, not 3.5. If N is an integer variable,
      then N/100 is an integer, and 1/N is equal to zero for any N greater than one! This fact is a common
      source of programming errors. You can force the computer to compute a real number as the answer by
      making one of the operands real: For example, when the computer evaluates 1.0/N, it first converts N to a
      real number in order to match the type of 1.0, so you get a real number as the answer.
      Java also has an operator for computing the remainder when one integer is divided by another. This


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      operator is indicated by %. If A and B are integers, then A % B represents the remainder when A is divided
      by B. For example, 7 % 2 is 1, while 34577 % 100 is 77, and 50 % 8 is 2. A common use of % is to
      test whether a given integer is even or odd. N is even if N % 2 is zero, and it is odd if N % 2 is 1. More
      generally, you can check whether an integer N is evenly divisible by an integer M by checking whether N %
      M is zero.

      Finally, you might need the unary minus operator, which takes the negative of a number. For example, -X
      has the same value as (-1)*X. For completeness, Java also has a unary plus operator, as in +X, even
      though it doesn't really do anything.


      Increment and Decrement
      You'll find that adding 1 to a variable is an extremely common operation in programming. Subtracting 1
      from a variable is also pretty common. You might perform the operation of adding 1 to a variable with
      assignment statements such as:
                                          counter = counter + 1;
                                          goalsScored = goalsScored + 1;

      The effect of the assignment statement x = x + 1 is to take the old value of the variable x, compute the
      result of adding 1 to that value, and store the answer as the new value of x. The same operation can be
      accomplished by writing x++ (or, if you prefer, ++x). This actually changes the value of x, so that it has
      the same effect as writing "x = x + 1". The two statements above could be written
                                          counter++;
                                          goalsScored++;

      Similarly, you could write x-- (or --x) to subtract 1 from x. That is, x-- performs the same computation
      as x = x - 1. Adding 1 to a variable is called incrementing that variable, and subtracting 1 is called
      decrementing. The operators ++ and -- are called the increment operator and the decrement operator,
      respectively. These operators can be used on variables belonging to any of the numerical types and also on
      variables of type char.

      Usually, the operators ++ or --, are used in statements like "x++;" or "x--;". These statements are
      commands to change the value of x. However, it is also legal to use x++, ++x, x--, or --x as
      expressions, or as parts of larger expressions. That is, you can write things like:
                                          y = x++;
                                          y = ++x;
                                          TextIO.putln(--x);
                                          z = (++x) * (y--);

      The statement "y = x++;" has the effects of adding 1 to the value of x and, in addition, assigning some
      value to y. The value assigned to y is the value of the expression x++, which is defined to be the old value
      of x, before the 1 is added. Thus, if the value of x is 6, the statement "y = x++;" will change the value of
      x to 7 and will change the value of y to 6. On the other hand, the value of ++x is defined to be the new
      value of x, after the 1 is added. So if x is 6, then the statement "y = ++x;" changes the values of both x
      and y to 7. The decrement operator, --, works in a similar way.

      This can be confusing. My advice is: Don't be confused. Use ++ and -- only in stand-alone statements, not
      in expressions. I will follow this advice in all the examples in these notes.




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Java Programing: Section 2.5

      Relational Operators
      Java has boolean variables and boolean-valued expressions that can be used to express conditions that can
      be either true or false. One way to form a boolean-valued expression is to compare two values using a
      relational operator. Relational operators are used to test whether two values are equal, whether one value is
      greater than another, and so forth. The relation operators in Java are: ==, !=, <, >, <=, and >=. The
      meanings of these operators are:
                               A   == B               Is   A   "equal to" B?
                               A   != B               Is   A   "not equal to" B?
                               A   < B                Is   A   "less than" B?
                               A   > B                Is   A   "greater than" B?
                               A   <= B               Is   A   "less than or equal to" B?
                               A   >= B               Is   A   "greater than or equal to" B?
      These operators can be used to compare values of any of the numeric types. They can also be used to
      compare values of type char. For characters, < and > are defined according the numeric Unicode values of
      the characters. (This might not always be what you want. It is not the same as alphabetical order because all
      the upper case letters come before all the lower case letters.)

      When using boolean expressions, you should remember that as far as the computer is concerned, there is
      nothing special about boolean values. In the next chapter, you will see how to use them in loop and branch
      statements. But you can also assign boolean-valued expressions to boolean variables, just as you can assign
      numeric values to numeric variables.

      By the way, the operators == and != can be used to compare boolean values. This is occasionally useful.
      For example, can you figure out what this does:
                                   boolean sameSign;
                                   sameSign = ((x > 0) == (y > 0));

      One thing that you cannot do with the relational operators <, >, <=, and <= is to use them to compare
      values of type String. You can legally use == and != to compare Strings, but because of peculiarities
      in the way objects behave, they might not give the results you want. (The == operator checks whether two
      objects are stored in the same memory location, rather than whether they contain the same value.
      Occasionally, for some objects, you do want to make such a check -- but rarely for strings. I'll get back to
      this in a later chapter.) Instead, you should use the subroutines equals(), equalsIgnoreCase(), and
      compareTo(), which were described in Section 3, to compare two Strings.


      Boolean Operators
      In English, complicated conditions can be formed using the words "and", "or", and "not." For example, "If
      there is a test and you did not study for it...". "And", "or", and "not" are boolean operators, and they exist in
      Java as well as in English.

      In Java, the boolean operator "and" is represented by &&. The && operator is used to combine two boolean
      values. The result is also a boolean value. The result is true if both of the combined values are true, and
      the result is false if either of the combined values is false. For example, "(x == 0) && (y ==
      0)" is true if and only if both x is equal to 0 and y is equal to 0.

      The boolean operator "or" is represented by ||. (That's supposed to be two of the vertical line characters,
      |.) "A || B" is true if either A is true or B is true, or if both are true. "A || B" is false only if
      both A and B are false.

      The operators && and || are said to be short-circuited versions of the boolean operators. This means that


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      the second operand of && or || is not necessarily evaluated. Consider the test

                                                    (x != 0) && (y/x > 1)

      Suppose that the value of x is in fact zero. In that case, the division x/y is illegal, since division by zero is
      not allowed. However, the computer will never perform the division, since when the computer evaluates (x
      != 0), it finds that the result is false, and so it knows that ((x != 0) && anything) has to be false.
      Therefore, it doesn't bother to evaluate the second operand, (x/y > 1). The evaluation has been
      short-circuited and the division by zero is avoided. Without the short-circuiting, there would have been a
      division-by-zero error. (This may seem like a technicality, and it is. But at times, it will make your
      programming life a little easier. To be even more technical: There are actually non-short-circuited versions
      of && and ||, which are written as & and |. Don't use them unless you have a particular reason to do so.)

      The boolean operator "not" is a unary operator. In Java, it is indicated by ! and is written in front of its
      single operand. For example, if test is a boolean variable, then

                                                          test = ! test;

      will reverse the value of test, changing it from true to false, or from false to true.


      Conditional Operator
      Any good programming language has some nifty little features that aren't really necessary but that let you
      feel cool when you use them. Java has the conditional operator. It's a ternary operator -- that is, it has three
      operands -- and it comes in two pieces, ? and :, that have to be used together. It takes the form

                                        boolean-expression ? expression-1 : expression-2

      The computer tests the value of boolean-expression. If the value is true, it evaluates expression-1;
      otherwise, it evaluates expression-2. For example:

                                     next = (N % 2 == 0) ? (N/2) : (3*N+1);

      will assign the value N/2 to next if N is even (that is, if N % 2 == 0 is true), and it will assign the
      value (3*N+1) to next if N is odd.


      Assignment Operators
      You are already familiar with the assignment statement, which uses the symbol "=" to assign the value of an
      expression to a variable. In fact, = is really an operator in the sense that an assignment can itself be used as
      an expression or as part of a more complex expression. The value of an assignment such as A=B is the same
      as the value that is assigned to A. So, if you want to assign the value of B to A and test at the same time
      whether that value is zero, you could say:

                                                       if ( (A=B) == 0 )
      Usually, I would say, don't do things like that!
      In general, the type of the expression on the right-hand side of an assignment statement must be the same as
      the type of the variable on the left-hand side. However, in some cases, the computer will automatically
      convert the value computed by the expression to match the type of the variable. Consider the list of numeric
      types: byte, short, int, long, float, double. A value of a type that occurs earlier in this list can be
      converted automatically to a value that occurs later. For example:



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                                 int A;
                                 double X;
                                 short B;
                                 A = 17;
                                 X = A;    // OK; A is converted to a double
                                 B = A;    // illegal; no automatic conversion
                                           //       from int to short
      The idea is that conversion should only be done automatically when it can be done without changing the
      semantics of the value. Any int can be converted to a double with the same numeric value. However,
      there are int values that lie outside the legal range of shorts. There is simply no way to represent the
      int 100000 as a short, for example, since the largest value of type short is 32767.
      In some cases, you might want to force a conversion that wouldn't be done automatically. For this, you
      could use what is called a type cast. A type cast is indicated by putting a type name, in parentheses, in front
      of the value you want to convert. For example,
                                 int A;
                                 short B;
                                 A = 17;
                                 B = (short)A;             // OK; A is explicitly type cast
                                                           //      to a value of type short
      You can do type casts from any numeric type to any other numeric type. However, you should note that you
      might change the numeric value of a number by type-casting it. For example, (short)100000 is 34464.
      (The 34464 is obtained by taking the 4-byte int 100000 and throwing away two of those bytes to obtain a
      short -- you've lost the real information that was in those two bytes.)
      As another example of type casts, consider the problem of getting a random integer between 1 and 6. The
      function Math.random() gives a real number between 0.0 and 0.9999..., and so 6*Math.random() is
      between 0.0 and 5.999.... The type-cast operator, (int), can be used to convert this to an integer:
      (int)(6*Math.random()). A real number is cast to an integer by discarding the fractional part. Thus,
      (int)(6*Math.random()) is one of the integers 0, 1, 2, 3, 4, and 5. To get a number between 1 and
      6, we can add 1: "(int)(6*Math.random()) + 1".

      You can also type-cast between the type char and the numeric types. The numeric value of a char is its
      Unicode code number. For example, (char)97 is 'a', and (int)'+' is 43.

      Java has several variations on the assignment operator, which exist to save typing. For example, "A += B"
      is defined to be the same as "A = A + B". Every operator in Java that applies to two operands gives rise
      to a similar assignment operator. For example:

                        x   -= y;            //    same    as:        x   =   x   - y;
                        x   *= y;            //    same    as:        x   =   x   * y;
                        x   /= y;            //    same    as:        x   =   x   / y;
                        x   %= y;            //    same    as:        x   =   x   % y;    (for integers x and y)
                        q   &&= p;           //    same    as:        q   =   q   && p;   (for booleans q and p)

      The combined assignment operator += even works with strings. You will recall from Section 3 that when
      the + operator is used with a string as the first operand, it represents concatenation. Since str += x is
      equivalent to str = str + x, when += is used with a string on the left-hand side, it appends the value
      on the right-hand side onto the string. For example, if str has the value "tire", then the statement str +=
      'd'; changes the value of str to "tired".




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Java Programing: Section 2.5

      Precedence Rules
      If you use several operators in one expression, and if you don't use parentheses to explicitly indicate the
      order of evaluation, then you have to worry about the precedence rules that determine the order of
      evaluation. (Advice: don't confuse yourself or the reader of your program; use parentheses liberally.)

      Here is a listing of the operators discussed in this section, listed in order from highest precedence (evaluated
      first) to lowest precedence (evaluated last):
                 Unary operators:                                     ++,    --, !, unary - and +, type-cast
                 Multiplication and division:                         *,     /, %
                 Addition and subtraction:                            +,     -
                 Relational operators:                                <,     >, <=, >=
                 Equality and inequality:                             ==,      !=
                 Boolean and:                                         &&
                 Boolean or:                                          ||
                 Conditional operator:                                ?:
                 Assignment operators:                                =,     +=,      -=,      *=,        /=,   %=
      Operators on the same line have the same precedence. When they occur together, unary operators and
      assignment operators are evaluated right-to-left, and the remaining operators are evaluated left-to-right. For
      example, A*B/C means (A*B)/C, while A=B=C means A=(B=C). (Can you see how the expression
      A=B=C might be useful, given that the value of B=C as an expression is the same as the value that is
      assigned to B?)

                                                             End of Chapter 2


                                       [ Next Chapter | Previous Section | Chapter Index | Main Index ]




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Java Programing: Chapter 2 Exercises

      Programming Exercises
      For Chapter 2



      THIS PAGE CONTAINS programming exercises based on material from Chapter 2 of this on-line Java
      textbook. Each exercise has a link to a discussion of one possible solution of that exercise.


      Exercise 2.1: Write a program that will print your initials to standard output in letters that are nine lines
      tall. Each big letter should be made up of a bunch of *'s. For example, if your initials were "DJE", then the
      output would look something like:

                          ******                        *************                        **********
                          **     **                              **                          **
                          **      **                             **                          **
                          **        **                           **                          **
                          **        **                           **                          ********
                          **        **                  **       **                          **
                          **      **                     **      **                          **
                          **     **                        ** **                             **
                          *****                             ****                             **********


      See the solution!


      Exercise 2.2: Write a program that simulates rolling a pair of dice. You can simulate rolling one die by
      choosing one of the integers 1, 2, 3, 4, 5, or 6 at random. The number you pick represents the number on the
      die after it is rolled. As pointed out in Section 5, The expression
                                       (int)(Math.random()*6) + 1
      does the computation you need to select a random integer between 1 and 6. You can assign this value to a
      variable to represent one of the dice that is being rolled. Do this twice and add the results together to get the
      total roll. Your program should report the number showing on each die as well as the total roll. For
      example:
                                       The first die comes up 3
                                       The second die comes up 5
                                       Your total roll is 8
      (Note: The word "dice" is a plural, as in "two dice." The singular is "die.")

      See the solution!


      Exercise 2.3: Write a program that asks the user's name, and then greets the user by name. Before
      outputting the user's name, convert it to upper case letters. For example, if the user's name is Fred, then the
      program should respond "Hello, FRED, nice to meet you!".

      See the solution!


      Exercise 2.4: Write a program that helps the user count his change. The program should ask how many
      quarters the user has, then how many dimes, then how many nickels, then how many pennies. Then the

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      program should tell the user how much money he has, expressed in dollars.

      See the solution!


      Exercise 2.5: If you have N eggs, then you have N/12 dozen eggs, with N%12 eggs left over. (This is
      essentially the definition of the / and % operators for integers.) Write a program that asks the user how
      many eggs she has and then tells the user how many dozen eggs she has and how many extra eggs are left
      over.

      A gross of eggs is equal to 144 eggs. Extend your program so that it will tell the user how many gross, how
      many dozen, and how many left over eggs she has. For example, if the user says that she has 1342 eggs,
      then your program would respond with
                     Your number of eggs is 9 gross, 3 dozen, and 10
      since 1342 is equal to 9*144 + 3*12 + 10.

      See the solution!


                                                       [ Chapter Index | Main Index ]




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Java Programing: Chapter 2 Quiz

      Quiz Questions
      For Chapter 2



      THIS PAGE CONTAINS A SAMPLE quiz on material from Chapter 2 of this on-line Java textbook. You
      should be able to answer these questions after studying that chapter. Sample answers to all the quiz
      questions can be found here.


      Question 1: Briefly explain what is meant by the syntax and the semantics of a programming language.
      Give an example to illustrate the difference between a syntax error and a semantics error.

      Question 2: What does the computer do when it executes a variable declaration statement. Give an
      example.

      Question 3: What is a type, as this term relates to programming?

      Question 4: One of the primitive types in Java is boolean. What is the boolean type? Where are boolean
      values used? What are its possible values?

      Question 5: Give the meaning of each of the following Java operators:

                        a) ++

                        b) &&

                        c) !=

      Question 6: Explain what is meant by an assignment statement, and give an example. What are assignment
      statements used for?

      Question 7: What is meant by precedence of operators?

      Question 8: What is a literal?

      Question 9: In Java, classes have two fundamentally different purposes. What are they?

      Question 10: What is the difference between the statement "x = TextIO.getDouble();" and the
      statement "x = TextIO.getlnDouble();"


                                                 [ Answers | Chapter Index | Main Index ]




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Java Programing: Chapter 3 Index

                                                             Chapter 3

                                   Programming in the Small II
                                           Control


      THE BASIC BUILDING BLOCKS of programs -- variables, expressions, assignment statements, and
      subroutine call statements -- were covered in the previous chapter. Starting with this chapter, we look at
      how these building blocks can be put together to build complex programs with more interesting behavior.

      Since we are still working on the level of "programming in the small" in this chapter, we are interested in
      the kind of complexity that can occur within a single subroutine. On this level, complexity is provided by
      control structures. The two types of control structures, loop and branches, can be used to repeat a sequence
      of statements over and over or to choose among two or more possible courses of action. Java includes
      several control structures of each type, and we will look at each of them in some detail.

      This chapter will also begin the study of program design. Given a problem, how can you come up with a
      program to solve that problem? We'll look at a partial answer to this question in Section 2. In the following
      sections, we'll apply the techniques from Section 2 to a variety of examples.


      Contents of Chapter 3:
            ●   Section 1:Blocks, Loops, and Branches
            ●   Section 2:Algorithm Development
            ●   Section 3:The while and do..while Statements
            ●   Section 4:The for Statement
            ●   Section 5:The if Statement
            ●   Section 6:The switch Statement
            ●   Section 7:Introduction to Applets and Graphics
            ●   Programming Exercises
            ●   Quiz on this Chapter


                                      [ First Section | Next Chapter | Previous Chapter | Main Index ]




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Java Programing: Section 3.1

      Section 3.1
      Blocks, Loops, and Branches



      THE ABILITY OF A COMPUTER TO PERFORM complex tasks is built on just a few ways of combining
      simple commands into control structures. In Java, there are just six such structures -- and, in fact, just three
      of them would be enough to write programs to perform any task. The six control structures are: the block, the
      while loop, the do..while loop, the for loop, the if statement, and the switch statement. Each of these
      structures is considered to be a single "statement," but each is in fact a structured statement that can contain
      one or more other statements inside itself.


      The block is the simplest type of structured statement. Its purpose is simply to group a sequence of
      statements into a single statement. The format of a block is:
                               {
                                    statements
                               }
      That is, it consists of a sequence of statements enclosed between a pair of braces, "{" and "}". (In fact, it is
      possible for a block to contain no statements at all; such a block is called an empty block, and can actually be
      useful at times. An empty block consists of nothing but an empty pair of braces.) Block statements usually
      occur inside other statements, where their purpose is to group together several statements into a unit.
      However, a block can be legally used wherever a statement can occur. There is one place where a block is
      required: As you might have already noticed in the case of the main subroutine of a program, the definition
      of a subroutine is a block, since it is a sequence of statements enclosed inside a pair of braces.

      I should probably note at this point that Java is what is called a free-format language. There are no syntax
      rules about how the language has to be arranged on a page. So, for example, you could write an entire block
      on one line if you want. But as a matter of good programming style, you should lay out your program on the
      page in a way that will make its structure as clear as possible. In general, this means putting one statement
      per line and using indentation to indicate statements that are contained inside control structures. This is the
      format that I will generally use in my examples.

      Here are two examples of blocks:
                    {
                          System.out.print("The answer is ");
                          System.out.println(ans);
                    }


                    {     // This block exchanges the values of x and y
                          int temp;      // A temporary variable for use in this block.
                          temp = x;      // Save a copy of the value of x in temp.
                          x = y;         // Copy the value of y into x.
                          y = temp;      // Copy the value of temp into y.
                    }
      In the second example, a variable, temp, is declared inside the block. This is perfectly legal, and it is good
      style to declare a variable inside a block if that variable is used nowhere else but inside the block. A variable
      declared inside a block is completely inaccessible and invisible from outside that block. When the computer
      executes the variable declaration statement, it allocates memory to hold the value of the variable. When the
      block ends, that memory is discarded (that is, made available for reuse). The variable is said to be local to the
      block. There is a general concept called the "scope" of an identifier. The scope of an identifier is the part of
      the program in which that identifier is valid. The scope of a variable defined inside a block is limited to that


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Java Programing: Section 3.1

      block, and more specifically to the part of the block that comes after the declaration of the variable.


      The block statement by itself really doesn't affect the flow of control in a program. The five remaining
      control structures do. They can be divided into two classes: loop statements and branching statements. You
      really just need one control structure from each category in order to have a completely general-purpose
      programming language. More than that is just convenience. In this section, I'll introduce the while loop and
      the if statement. I'll give the full details of these statements and of the other three control structures in later
      sections.
      A while loop is used to repeat a given statement over and over. Of course, its not likely that you would want
      to keep repeating it forever. That would be an infinite loop, which is generally a bad thing. (There is an old
      story about computer pioneer Grace Murray Hopper, who read instructions on a bottle of shampoo telling her
      to "lather, rinse, repeat." As the story goes, she claims that she tried to follow the directions, but she ran out
      of shampoo. (In case you don't get it, this is a joke about the way that computers mindlessly follow
      instructions.))

      To be more specific, a while loop will repeat a statement over and over, but only so long as a specified
      condition remains true. A while loop has the form:
                               while (boolean-expression)
                                    statement
      Since the statement can be, and usually is, a block, many while loops have the form:
                               while (boolean-expression) {
                                   statements
                               }
      The semantics of this statement go like this: When the computer comes to a while statement, it evaluates
      the boolean-expression, which yields either true or false as the value. If the value is false, the
      computer skips over the rest of the while loop and proceeds to the next command in the program. If the
      value of the expression is true, the computer executes the statement or block of statements inside the
      loop. Then it returns to the beginning of the while loop and repeats the process. That is, it re-evaluates the
      boolean-expression, ends the loop if the value is false, and continues it if the value is true. This will
      continue over and over until the value of the expression is false; if that never happens, then there will be
      an infinite loop.

      Here is an example of a while loop that simply prints out the numbers 1, 2, 3, 4, 5:
                    int number;   // The number to be printed.
                    number = 1;   // Start with 1.
                    while ( number < 6 ) { // Keep going as long as number is < 6.
                        System.out.println(number);
                        number = number + 1; // Go on to the next number.
                    }
                    System.out.println("Done!");

      The variable number is initialized with the value 1. So the first time through the while loop, when the
      computer evaluates the expression "number < 6", it is asking whether 1 is less than 6, which is true. The
      computer therefor proceeds to execute the two statements inside the loop. The first statement prints out "1".
      The second statement adds 1 to number and stores the result back into the variable number; the value of
      number has been changed to 2. The computer has reached the end of the loop, so it returns to the beginning
      and asks again whether number is less than 6. Once again this is true, so the computer executes the loop
      again, this time printing out 2 as the value of number and then changing the value of number to 3. It
      continues in this way until eventually number becomes equal to 6. At that point, the expression "number <
      6" evaluates to false. So, the computer jumps past the end of the loop to the next statement and prints out
      the message "Done!". Note that when the loop ends, the value of number is 6, but the last value that was


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Java Programing: Section 3.1

      printed was 5.

      By the way, you should remember that you'll never see a while loop standing by itself in a real program. It
      will always be inside a subroutine which is itself defined inside some class. As an example of a while loop
      used inside a complete program, here is a little program that computes the interest on an investment over
      several years. This is an improvement over examples from the previous chapter that just reported the results
      for one year:

             public class Interest3 {

                   /*
                        This class implements a simple program that
                        will compute the amount of interest that is
                        earned on an investment over a period of
                        5 years. The initial amount of the investment
                        and the interest rate are input by the user.
                        The value of the investment at the end of each
                        year is output.
                   */

                   public static void main(String[] args) {

                        double principal;                // The value of the investment.
                        double rate;                     // The annual interest rate.

                        /* Get the initial investment and interest rate from the user. */

                        TextIO.put("Enter the initial investment: ");
                        principal = TextIO.getlnDouble();

                        TextIO.put("Enter the annual interest rate: ");
                        rate = TextIO.getlnDouble();

                        /* Simulate the investment for 5 years. */

                        int years;           // Counts the number of years that have passed.

                        years = 0;
                        while (years < 5) {
                           double interest; // Interest for this year.
                           interest = principal * rate;
                           principal = principal + interest;     // Add it to principal.
                           years = years + 1;    // Count the current year.
                           System.out.print("The value of the investment after ");
                           System.out.print(years);
                           System.out.print(" years is $");
                           System.out.println(principal);
                        } // end of while loop

                   } // end of main()

             } // end of class Interest3


      And here is the applet which simulates this program:
                                                      Sorry, your browser doesn't


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                                                              support Java.
      You should study this program, and make sure that you understand what the computer does step-by-step as it
      executes the while loop.


      An if statement tells the computer to take one of two alternative courses of action, depending on whether the
      value of a given boolean-valued expression is true or false. It is an example of a "branching" or "decision"
      statement. An if statement has the form:
                                 if ( boolean-expression )
                                      statement
                                 else
                                      statement
      When the computer executes an if statement, it evaluates the boolean expression. If the value is true, the
      computer executes the first statement and skips the statement that follows the "else". If the value of the
      expression is false, then the computer skips the first statement and executes the second one. Note that in
      any case, one and only one of the two statements inside the if statement is executed. The two statements
      represent alternative courses of action; the computer decides between these courses of action based on the
      value of the boolean expression.
      In many cases, you want the computer to choose between doing something and not doing it. You can do this
      with an if statement that omits the else part:
                                 if ( boolean-expression )
                                     statement

      To execute this statement, the computer evaluates the expression. If the value is true, the computer
      executes the statement that is contained inside the if statement; if the value is false, the computer skips
      that statement.

      Of course, either or both of the statement's in an if statement can be a block, so that an if statement often
      looks like:
                                 if ( boolean-expression ) {
                                     statements
                                 }
                                 else {
                                     statements
                                 }
      or:
                                 if ( boolean-expression ) {
                                     statements
                                 }
      As an example, here is an if statement that exchanges the value of two variables, x and y, but only if x is
      greater than y to begin with. After this if statement has been executed, we can be sure that the value of x is
      definitely less than or equal to the value of y:
                    if ( x > y ) {
                        int temp;                     //   A temporary variable for use in this block.
                        temp = x;                     //   Save a copy of the value of x in temp.
                        x = y;                        //   Copy the value of y into x.
                        y = temp;                     //   Copy the value of temp into y.
                    }
      Finally, here is an example of an if statement that includes an else part. See if you can figure out what it


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      does, and why it would be used:
                    if ( years > 1 ) { // handle case for 2 or more years
                        System.out.print("The value of the investment after ");
                        System.out.print(years);
                        System.out.print(" years is $");
                    }
                    else { // handle case for 1 year
                        System.out.print("The value of the investment after 1 year is $");
                    } // end of if statement
                    System.out.println(principal); // this is done in any case
      I'll have more to say about control structures later in this chapter. But you already know the essentials. If you
      never learned anything more about control structures, you would already know enough to perform any
      possible computing task. Simple looping and branching are all you really need!


                                       [ Next Section | Previous Chapter | Chapter Index | Main Index ]




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Java Programing: Section 3.2

      Section 3.2
      Algorithm Development



      PROGRAMMING IS DIFFICULT (like many activities that are useful and worthwhile -- and like most of
      those activities, it can also be rewarding and a lot of fun). When you write a program, you have to tell the
      computer every small detail of what to do. And you have to get everything exactly right, since the computer
      will blindly follow your program exactly as written. How, then, do people write any but the most simple
      programs? It's not a big mystery, actually. It's a matter of learning to think in the right way.

      A program is an expression of an idea. A programmer starts with a general idea of a task for the computer
      to perform. Presumably, the programmer has some idea of how to perform the task by hand, at least in
      general outline. The problem is to flesh out that outline into a complete, unambiguous, step-by-step
      procedure for carrying out the task. Such a procedure is called an "algorithm." (Technically, an algorithm is
      an unambiguous, step-by-step procedure that terminates after a finite number of steps; we don't want to
      count procedures that go on forever.) An algorithm is not the same as a program. A program is written in
      some particular programming language. An algorithm is more like the idea behind the program, but it's the
      idea of the steps the program will take to perform its task, not just the idea of the task itself. The steps of
      the algorithm don't have to be filled in in complete detail, as long as the steps are unambiguous and it's clear
      that carrying out the steps will accomplish the assigned task. An algorithm can be expressed in any
      language, including English. Of course, an algorithm can only be expressed as a program if all the details
      have been filled in.

      So, where do algorithms come from? Usually, they have to be developed, often with a lot of thought and
      hard work. Skill at algorithm development is something that comes with practice, but there are techniques
      and guidelines that can help. I'll talk here about some techniques and guidelines that are relevant to
      "programming in the small," and I will return to the subject several times in later chapters.


      When programming in the small, you have a few basics to work with: variables, assignment statements, and
      input-output routines. You might also have some subroutines, objects, or other building blocks that have
      already been written by you or someone else. (Input/output routines fall into this class, actually.) You can
      build sequences of these basic instructions, and you can also combine them into more complex control
      structures such as while loops and if statements.
      Suppose you have a task in mind that you want the computer to perform. One way to proceed is to write a
      description of the task, and take that description as an outline of the algorithm you want to develop. Then
      you can refine and elaborate that description, gradually adding steps and detail, until you have a complete
      algorithm that can be translated directly into programming language. This method is called stepwise
      refinement, and it is a type of top-down design. As you proceed through the stages of stepwise refinement,
      you can write out descriptions of your algorithm in pseudocode -- informal instructions that imitate the
      structure of programming languages without the complete detail and perfect syntax of actual program code.

      As an example, let's see how one might develop the program from the previous section, which computes the
      value of an investment over five years. The task that you want the program to perform is: "Compute and
      display the value of an investment for each of the next five years, where the initial investment and interest
      rate are to be specified by the user." You might then write -- or at least think -- that this can be expanded as:
                                    Get the        user's input
                                    Compute        the value of the investment after 1 year
                                    Display        the value
                                    Compute        the value after 2 years
                                    Display        the value
                                    Compute        the value after 3 years
                                    Display        the value


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                                    Compute        the    value after 4 years
                                    Display        the    value
                                    Compute        the    value after 5 years
                                    Display        the    value
      This is correct, but rather repetitive. And seeing that repetition, you might notice an opportunity to use a
      loop. A loop would take less typing. More important, it would be more general: Essentially the same loop
      will work no matter how many years you want to process. So, you might rewrite the above sequence of
      steps as:
                                      Get the user's input
                                      while there are more years to process:
                                          Compute the value after the next year
                                          Display the value
      Now, for a computer, we'll have to be more explicit about how to "Get the user's input," how to "Compute
      the value after the next year," and what it means to say "there are more years to process." We can expand
      the step, "Get the user's input" into
                                      Ask the user for the initial investment
                                      Read the user's response
                                      Ask the user for the interest rate
                                      Read the user's response
      To fill in the details of the step "Compute the value after the next year," you have to know how to do the
      computation yourself. (Maybe you need to ask your boss or professor for clarification?) Let's say you know
      that the value is computed by adding some interest to the previous value. Then we can refine the while
      loop to:
                                      while there          are more years to process:
                                          Compute          the interest
                                          Add the          interest to the value
                                          Display          the value
      As for testing whether there are more years to process, the only way that we can do that is by counting the
      years ourselves. This displays a very common pattern, and you should expect to use something similar in a
      lot of programs: We have to start with zero years, add one each time we process a year, and stop when we
      reach the desired number of years. So the while loop becomes:
                                      years = 0
                                      while years          < 5:
                                          years =          years + 1
                                          Compute          the interest
                                          Add the          interest to the value
                                          Display          the value
      We still have to know how to compute the interest. Let's say that the interest is to be computed by
      multiplying the interest rate by the current value of the investment. Putting this together with the part of the
      algorithm that get's the user's inputs, we have the complete algorithm:
                                      Ask the user for the initial investment
                                      Read the user's response
                                      Ask the user for the interest rate
                                      Read the user's response
                                      years = 0
                                      while years < 5:
                                          years = years + 1
                                          Compute interest = value * interest rate
                                          Add the interest to the value
                                          Display the value


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Java Programing: Section 3.2


      Finally, we are at the point where we can translate pretty directly into proper programming-language
      syntax. We still have to choose names for the variables, decide exactly what we want to say to the user, and
      so forth. Having done this, we could express our algorithm in Java as:
                                    double principal, rate, interest; // declare the variables
                                    int years;
                                    System.out.print("Type initial investment: ");
                                    principal = TextIO.getlnDouble();
                                    System.out.print("Type interest rate: ");
                                    rate = TextIO.getlnDouble();
                                    years = 0;
                                    while (years < 5) {
                                       years = years + 1;
                                       interest = principal * rate;
                                       principal = principal + interest;
                                       System.out.println(principal);
                                    }
      This still needs to be wrapped inside a complete program, it still needs to be commented, and it really needs
      to print out more information for the user. But it's essentially the same program as the one in the previous
      section. (Note that the pseudocode algorithm uses indentation to show which statements are inside the loop.
      In Java, indentation is completely ignored by the computer, so you need a pair of braces to tell the computer
      which statements are in the loop. If you leave out the braces, the only statement inside the loop would be
      "years = years + 1;". The other statements would only be executed once, after the loop ends. The
      nasty thing is that the computer won't notice this error for you, like it would if you left out the parentheses
      around "(years < 5)". The parentheses are required by the syntax of the while statement. The braces
      are only required semantically. The computer can recognize syntax errors but not semantic errors.)

      One thing you should have noticed here is that my original specification of the problem -- "Compute and
      display the value of an investment for each of the next five years" -- was far from being complete. Before
      you start writing a program, you should make sure you have a complete specification of exactly what the
      program is supposed to do. In particular, you need to know what information the program is going to input
      and output and what computation it is going to perform. Here is what a reasonably complete specification of
      the problem might look like in this example:

               "Write a program that will compute and display the value of an investment for each of the
               next five years. Each year, interest is added to the value. The interest is computed by
               multiplying the current value by a fixed interest rate. Assume that the initial value and the
               rate of interest are to be input by the user when the program is run."


      Let's do another example, working this time with a program that you haven't already seen. The assignment
      here is an abstract mathematical problem that is one of my favorite programming exercises. This time, we'll
      start with a more complete specification of the task to be performed:

               "Given a positive integer, N, define the '3N+1' sequence starting from N as follows: If N is
               an even number, then divide N by two; but if N is odd, then multiply N by 3 and add 1.
               Continue to generate numbers in this way until N becomes equal to 1. For example, starting
               from N = 3, which is odd, we multiply by 3 and add 1, giving N = 3*3+1 = 10. Then, since
               N is even, we divide by 2, giving N = 10/2 = 5. We continue in this way, stopping when we
               reach 1, giving the complete sequence: 3, 10, 5, 16, 8, 4, 2, 1.
               "Write a program that will read a positive integer from the user and will print out the 3N+1
               sequence starting from that integer. The program should also count and print out the number
               of terms in the sequence."

      A general outline of the algorithm for the program we want is:


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                                   Get a positive integer N from the user;
                                   Compute, print, and count each number in the sequence;
                                   Output the number of terms;
      The bulk of the program is in the second step. We'll need a loop, since we want to keep computing numbers
      until we get 1. To put this in terms appropriate for a while loop, we want to continue as long as the
      number is not 1. So, we can expand our pseudocode algorithm to:
                                   Get a positive integer N from the user;
                                   while N is not 1:
                                       Compute N = next term;
                                       Output N;
                                       Count this term;
                                   Output the number of terms;
      In order to compute the next term, the computer must take different actions depending on whether N is even
      or odd. We need an if statement to decide between the two cases:
                                   Get a positive integer N from the user;
                                   while N is not 1:
                                       if N is even:
                                          Compute N = N/2;
                                       else
                                          Compute N = 3 * N + 1;
                                       Output N;
                                       Count this term;
                                   Output the number of terms;
      We are almost there. The one problem that remains is counting. Counting means that you start with zero,
      and every time you have something to count, you add one. We need a variable to do the counting. (Again,
      this is a common pattern that you should expect to see over and over.) With the counter added, we get:
                                   Get a positive integer N from the user;
                                   Let counter = 0;
                                   while N is not 1:
                                       if N is even:
                                          Compute N = N/2;
                                       else
                                          Compute N = 3 * N + 1;
                                       Output N;
                                       Add 1 to counter;
                                   Output the counter;
      We still have to worry about the very first step. How can we get a positive integer from the user? If we just
      read in a number, it's possible that the user might type in a negative number or zero. If you follow what
      happens when the value of N is negative or zero, you'll see that the program will go on forever, since the
      value of N will never become equal to 1. This is bad. In this case, the problem is probably no big deal, but
      in general you should try to write programs that are foolproof. One way to fix this is to keep reading in
      numbers until the user types in a positive number:
                                   Ask user to input a positive number;
                                   Let N be the user's response;
                                   while N is not positive:
                                      Print an error message;
                                      Read another value for N;
                                   Let counter = 0;
                                   while N is not 1:
                                       if N is even:
                                          Compute N = N/2;


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                                       else
                                          Compute N = 3 * N + 1;
                                       Output N;
                                       Add 1 to counter;
                                   Output the counter;

      The first while loop will end only when N is a positive number, as required. (A common beginning
      programmer's error is to use an if statement instead of a while statement here: "If N is not positive, ask
      the user to input another value." The problem arises if the second number input by the user is also
      non-positive. The if statement is only executed once, so the second input number is never tested. With the
      while loop, after the second number is input, the computer jumps back to the beginning of the loop and
      tests whether the second number is positive. If not, it asks the user for a third number, and it will continue
      asking for numbers until the user enters an acceptable input.)

      Here is a Java program implementing this algorithm. It uses the operators <= to mean "is less than or equal
      to" and != to mean "is not equal to." To test whether N is even, it uses "N % 2 == 0". All the operators
      used here were discussed in Section 2.5.

                   public class ThreeN {

                            /*     This program prints out a 3N+1 sequence
                                   starting from a positive integer specified
                                   by the user. It also counts the number
                                   of terms in the sequence, and prints out
                                   that number.   */

                            public static void main(String[] args) {

                               int N;       // for computing terms in the sequence
                               int counter; // for counting the terms

                               TextIO.put("Starting point for sequence: ");
                               N = TextIO.getlnInt();
                               while (N <= 0) {
                                  TextIO.put("The starting point must be positive. "
                                                      + " Please try again: ");
                                  N = TextIO.getlnInt();
                               }
                               // At this point, we know that N > 0

                               counter = 0;
                               while (N != 1) {
                                   if (N % 2 == 0)
                                      N = N / 2;
                                   else
                                      N = 3 * N + 1;
                                   TextIO.putln(N);
                                   counter = counter + 1;
                               }

                               TextIO.putln();
                               TextIO.put("There were ");
                               TextIO.put(counter);
                               TextIO.putln(" terms in the sequence.");




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                          }    // end of main()

                   }    // end of class ThreeN


      As usual, you can try this out in an applet that simulates the program. Try different starting values for N,
      including some negative values:

                                                      Sorry, your browser doesn't
                                                             support Java.

      Two final notes on this program: First, you might have noticed that the first term of the sequence -- the
      value of N input by the user -- is not printed or counted by this program. Is this an error? It's hard to say.
      Was the specification of the program careful enough to decide? This is the type of thing that might send you
      back to the boss/professor for clarification. The problem (if it is one!) can be fixed easily enough. Just
      replace the line "counter = 0" before the while loop with the two lines:
                                    TextIO.putln(N);                  // print out initial term
                                    counter = 1;                      // and count it
      Second, there is the question of why this problem is at all interesting. Well, it's interesting to
      mathematicians and computer scientists because of a simple question about the problem that they haven't
      been able to answer: Will the process of computing the 3N+1 sequence finish after a finite number of steps
      for all possible starting values of N? Although individual sequences are easy to compute, no one has been
      able to answer the general question. (To put this another way, no one knows whether the process of
      computing 3N+1 sequences can properly be called an algorithm, since an algorithm is required to terminate
      after a finite number of steps!)


      Coding, Testing, Debugging
      It would be nice if, having developed an algorithm for your program, you could relax, press a button, and
      get a perfectly working program. Unfortunately, the process of turning an algorithm into Java source code
      doesn't always go smoothly. And when you do get to the stage of a working program, it's often only
      working in the sense that it does something. Unfortunately not what you want it to do.

      After program design comes coding: translating the design into a program written in Java or some other
      language. Usually, no matter how careful you are, a few syntax errors will creep in from somewhere, and
      the Java compiler will reject your program with some kind of error message. Unfortunately, while a
      compiler will always detect syntax errors, it's not very good about telling you exactly what's wrong.
      Sometimes, it's not even good about telling you where the real error is. A spelling error or missing "{" on
      line 45 might cause the compiler to choke on line 105. You can avoid lots of errors by making sure that you
      really understand the syntax rules of the language and by following some basic programming guidelines.
      For example, I never type a "{" without typing the matching "}". Then I go back and fill in the statements
      between the braces. A missing or extra brace can be one of the hardest errors to find in a large program.
      Always, always indent your program nicely. If you change the program, change the indentation to match.
      It's worth the trouble. Use a consistent naming scheme, so you don't have to struggle to remember whether
      you called that variable interestrate or interestRate. In general, when the compiler gives
      multiple error messages, don't try to fix the second error message from the compiler until you've fixed the
      first one. Once the compiler hits an error in your program, it can get confused, and the rest of the error
      messages might just be guesses. Maybe the best advice is: Take the time to understand the error before you
      try to fix it. Programming is not an experimental science.

      When your program compiles without error, you are still not done. You have to test the program to make
      sure it works correctly. Remember that the goal is not to get the right output for the two sample inputs that
      the professor gave in class. The goal is a program that will work correctly for all reasonable inputs. Ideally,
      when faced with an unreasonable input, it will respond by gently chiding the user rather than by crashing.


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      Test your program on a wide variety of inputs. Try to find a set of inputs that will test the full range of
      functionality that you've coded into your program. As you begin writing larger programs, write them in
      stages and test each stage along the way. You might even have to write some extra code to do the testing --
      for example to call a subroutine that you've just written. You don't want to be faced, if you can avoid it,
      with 500 newly written lines of code that have an error in there somewhere.
      The point of testing is to find bugs -- semantic errors that show up as incorrect behavior rather than as
      compilation errors. And the sad fact is that you will probably find them. Again, you can minimize bugs by
      careful design and careful coding, but no one has found a way to avoid them altogether. Once you've
      detected a bug, it's time for debugging. You have to track down the cause of the bug in the program's source
      code and eliminate it. Debugging is a skill that, like other aspects of programming, requires practice to
      master. So don't be afraid of bugs. Learn from them. One essential debugging skill is the ability to read
      source code -- the ability to put aside preconceptions about what you think it does and to follow it the way
      the computer does -- mechanically, step-by-step -- to see what it really does. This is hard. I can still
      remember the time I spent hours looking for a bug only to find that a line of code that I had looked at ten
      times had a "1" where it should have had an "i", or the time when I wrote a subroutine named
      WindowClosing which would have done exactly what I wanted except that the computer was looking for
      windowClosing (with a lower case "w"). Sometimes it can help to have someone who doesn't share your
      preconceptions look at your code.

      Often, it's a problem just to find the part of the program that contains the error. Most programming
      environments come with a debugger, which is a program that can help you find bugs. Typically, your
      program can be run under the control of the debugger. The debugger allows you to set "breakpoints" in your
      program. A breakpoint is a point in the program where the debugger will pause the program so you can look
      at the values of the program's variables. The idea is to track down exactly when things start to go wrong
      during the program's execution. The debugger will also let you execute your program one line at a time, so
      that you can watch what happens in detail once you know the general area in the program where the bug is
      lurking.

      I will confess that I only rarely use debuggers myself. A more traditional approach to debugging is to insert
      debugging statements into your program. These are output statements that print out information about the
      state of the program. Typically, a debugging statement would say something like
      System.out.println("At start of while loop, N = " + N). You need to be able to
      tell where in your program the output is coming from, and you want to know the value of important
      variables. Sometimes, you will find that the computer isn't even getting to a part of the program that you
      think it should be executing. Remember that the goal is to find the first point in the program where the state
      is not what you expect it to be. That's where the bug is.

      And finally, remember the golden rule of debugging: If you are absolutely sure that everything in your
      program is right, and if it still doesn't work, then one of the things that you are absolutely sure of is wrong.


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Java Programing: Section 3.3

      Section 3.3
      The while and do..while Statements



      STATEMENTS IN JAVA CAN BE either simple statements or compound statements. Simple statements,
      such as assignments statements and subroutine call statements, are the basic building blocks of a program.
      Compound statements, such as while loops and if statements, are used to organize simple statements
      into complex structures, which are called control structures because they control the order in which the
      statements are executed. The next four sections explore the details of all the control structures that are
      available in Java, starting with the while statement and the do..while statement in this section. At the
      same time, we'll look at examples of programming with each control structure and apply the techniques for
      designing algorithms that were introduced in the previous section.


      The while Statement
      The while statement was already introduced in Section 1. A while loop has the form
                          while ( boolean-expression )
                             statement
      The statement can, of course, be a block statement consisting of several statements grouped together
      between a pair of braces. This statement is called the body of the loop. The body of the loop is repeated as
      long as the boolean-expression is true. This boolean expression is called the continuation condition, or
      more simply the test, of the loop. There are a few points that might need some clarification. What happens
      if the condition is false in the first place, before the body of the loop is executed even once? In that case, the
      body of the loop is never executed at all. The body of a while loop can be executed any number of times,
      including zero. What happens if the condition is true, but it becomes false somewhere in the middle of the
      loop body? Does the loop end as soon as this happens? It does not, because the computer continues
      executing the body of the loop until it gets to the end. Only then does it jump back to the beginning of the
      loop and test the condition, and only then can the loop end.

      Let's look at a typical problem that can be solved using a while loop: finding the average of a set of
      positive integers entered by the user. The average is the sum of the integers, divided by the number of
      integers. The program will ask the user to enter one integer at a time. It will keep count of the number of
      integers entered, and it will keep a running total of all the numbers it has read so far. Here is a pseudocode
      algorithm for the program:
                               Let sum = 0
                               Let count = 0
                               while there are more integers to process:
                                   Read an integer
                                   Add it to the sum
                                   Count it
                               Divide sum by count to get the average
                               Print out the average
      But how can we test whether there are more integers to process? A typical solution is to tell the user to type
      in zero after all the data have been entered. This will work because we are assuming that all the data are
      positive numbers, so zero is not a legal data value. The zero is not itself part of the data to be averaged. It's
      just there to mark the end of the real data. A data value used in this way is sometimes called a sentinel
      value. So now the test in the while loop becomes "while the input integer is not zero". But there is another
      problem! The first time the test is evaluated, before the body of the loop has ever been executed, no integer
      has yet been read. There is no "input integer" yet, so testing whether the input integer is zero doesn't make


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Java Programing: Section 3.3

      sense. So, we have to do something before the while loop to make sure that the test makes sense. Setting
      things up so that the test in a while loop makes sense the first time it is executed is called priming the
      loop. In this case, we can simply read the first integer before the beginning of the loop. Here is a revised
      algorithm:
                               Let sum = 0
                               Let count = 0
                               Read an integer
                               while the integer is not zero:
                                   Add the integer to the sum
                                   Count it
                                   Read an integer
                               Divide sum by count to get the average
                               Print out the average
      Notice that I've rearranged the body of the loop. Since an integer is read before the loop, the loop has to
      begin by processing that integer. At the end of the loop, the computer reads a new integer. The computer
      then jumps back to the beginning of the loop and tests the integer that it has just read. Note that when the
      computer finally reads the sentinel value, the loop ends before the sentinel value is processed. It is not
      added to the sum, and it is not counted. This is the way it's supposed to work. The sentinel is not part of the
      data. The original algorithm, even if it could have been made to work without priming, was incorrect since
      it would have summed and counted all the integers, including the sentinel. (Since the sentinel is zero, the
      sum would still be correct, but the count would be off by one. Such so-called off-by-one errors are very
      common. Counting turns out to be harder than it looks!)

      We can easily turn the algorithm into a complete program. Note that the program cannot use the statement
      "average = sum/count;" to compute the average. Since sum and count are both variables of type
      int, the value of sum/count is an integer. The average should be a real number. We've seen this
      problem before: we have to convert one of the int values to a double to force the computer to compute
      the quotient as a real number. This can be done by type-casting one of the variables to type double. The
      type cast "(double)sum" converts the value of sum to a real number, so in the program the average is
      computed as "average = ((double)sum) / count;". Another solution in this case would have
      been to declare sum to be a variable of type double in the first place.
      One other issue is addressed by the program: If the user enters zero as the first input value, there are no data
      to process. We can test for this case by checking whether count is still equal to zero after the while loop.
      This might seem like a minor point, but a careful programmer should cover all the bases.

      Here is the program and an applet that simulates it:

               public class ComputeAverage {

                      /*       This program reads a sequence of positive integers input
                               by the user, and it will print out the average of those
                               integers. The user is prompted to enter one integer at a
                               time. The user must enter a 0 to mark the end of the
                               data. (The zero is not counted as part of the data to
                               be averaged.) The program does not check whether the
                               user's input is positive, so it will actually work for
                               both positive and negative input values.
                      */

                     public static void main(String[] args) {

                          int inputNumber;                 // One of the integers input by the user.
                          int sum;                         // The sum of the positive integers.


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Java Programing: Section 3.3

                          int count;                       // The number of positive integers.
                          double average;                  // The average of the positive integers.

                          /* Initialize the summation and counting variables. */

                          sum = 0;
                          count = 0;

                          /* Read and process the user's input. */

                          TextIO.put("Enter your first positive integer: ");
                          inputNumber = TextIO.getlnInt();

                          while (inputNumber != 0) {
                             sum += inputNumber;   // Add inputNumber to running sum.
                             count++;              // Count the input by adding 1 to count.
                             TextIO.put("Enter your next positive integer, or 0 to end: ");
                             inputNumber = TextIO.getlnInt();
                          }

                          /* Display the result. */

                          if (count == 0) {
                             TextIO.putln("You didn't enter any data!");
                          }
                          else {
                             average = ((double)sum) / count;
                             TextIO.putln();
                             TextIO.putln("You entered " + count + " positive integers.");
                             TextIO.putln("Their average is " + average + ".");
                          }

                     } // end main()

               } // end class ComputeAverage


                                                      Sorry, your browser doesn't
                                                             support Java.


      The do..while Statement
      Sometimes it is more convenient to test the continuation condition at the end of a loop, instead of at the
      beginning, as is done in the while loop. The do..while statement is very similar to the while
      statement, except that the word "while," along with the condition that it tests, has been moved to the end.
      The word "do" is added to mark the beginning of the loop. A do..while statement has the form
                        do
                            statement
                        while ( boolean-expression );
      or, since, as usual, the statement can be a block,
                        do {
                            statements
                        } while ( boolean-expression );


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      Note the semicolon, ';', at the end. This semicolon is part of the statement, just as the semicolon at the end
      of an assignment statement or declaration is part of the statement. Omitting it is a syntax error. (More
      generally, every statement in Java ends either with a semicolon or a right brace, '}'.)

      To execute a do loop, the computer first executes the body of the loop -- that is, the statement or statements
      inside the loop -- and then it evaluates the boolean expression. If the value of the expression is true, the
      computer returns to the beginning of the do loop and repeats the process; if the value is false, it ends the
      loop and continues with the next part of the program. Since the condition is not tested until the end of the
      loop, the body of a do loop is executed at least once.

      For example, consider the following pseudocode for a game-playing program. The do loop makes sense
      here instead of a while loop because with the do loop, you know there will be at least one game. Also, the
      test that is used at the end of the loop wouldn't even make sense at the beginning:
                      do {
                         Play a Game
                         Ask user if he wants to play another game
                         Read the user's response
                      } while ( the user's response is yes );
      Let's convert this into proper Java code. Since I don't want to talk about game playing at the moment, let's
      say that we have a class named Checkers, and that the Checkers class contains a static member
      subroutine named playGame() that plays one game of checkers against the user. Then, the pseudocode
      "Play a game" can be expressed as the subroutine call statement "Checkers.playGame();". We need a
      variable to store the user's response. The TextIO class makes it convenient to use a boolean variable to
      store the answer to a yes/no question. The input function TextIO.getlnBoolean() allows the user to
      enter the value as "yes" or "no". "Yes" is considered to be true, and "no" is considered to be false. So,
      the algorithm can be coded as
                      boolean wantsToContinue; // True if user wants to play again.
                      do {
                         Checkers.playGame();
                         TextIO.put("Do you want to play again? ");
                         wantsToContinue = TextIO.getlnBoolean();
                      } while (wantsToContinue == true);

      When the value of the boolean variable is set to true, it is a signal that the loop should end. When a
      boolean variable is used in this way -- as a signal that is set in one part of the program and tested in
      another part -- it is sometimes called a flag or flag variable (in the sense of a signal flag).

      By the way, a more-than-usually-pedantic programmer would sneer at the test "while
      (wantsToContinue == true)". This test is exactly equivalent to "while
      (wantsToContinue)". Testing whether "wantsToContinue == true" is true amounts to the
      same thing as testing whether "wantsToContinue" is true. A little less offensive is an expression of the
      form "flag == false", where flag is a boolean variable. The value of "flag == false" is
      exactly the same as the value of "!flag", where ! is the boolean negation operator. So you can write
      "while (!flag)" instead of "while (flag == false)", and you can write "if (!flag)"
      instead of "if (flag == false)".

      Although a do..while statement is sometimes more convenient than a while statement, having two
      kinds of loops does not make the language more powerful. Any problem that can be solved using
      do..while loops can also be solved using only while statements, and vice versa. In fact, if
      doSomething represents any block of program code, then
                        do {
                            doSomething
                        } while ( boolean-expression );


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Java Programing: Section 3.3


      has exactly the same effect as
                        doSomething
                        while ( boolean-expression ) {
                            doSomething
                        }
      Similarly,
                        while ( boolean-expression ) {
                            doSomething
                        }
      can be replaced by
                        if ( boolean-expression ) {
                           do {
                                doSomething
                           } while ( boolean-expression );
                        }
      without changing the meaning of the program in any way.


      The break and continue Statements
      The syntax of the while and do..while loops allows you to test the continuation condition at either the
      beginning of a loop or at the end. Sometimes, it is more natural to have the test in the middle of the loop, or
      to have several tests at different places in the same loop. Java provides a general method for breaking out of
      the middle of any loop. It's called the break statement, which takes the form

                                                                 break;

      When the computer executes a break statement in a loop, it will immediately jump out of the loop. It then
      continues on to whatever follows the loop in the program. Consider for example:
                            while (true) { // looks like it will run forever!
                               TextIO.put("Enter a positive number: ");
                               N = TextIO.getlnlnt();
                               if (N > 0)   // input is OK; jump out of loop
                                  break;
                               TextIO.putln("Your answer must be > 0.");
                            }
                            // continue here after break

      If the number entered by the user is greater than zero, the break statement will be executed and the
      computer will jump out of the loop. Otherwise, the computer will print out "Your answer must be > 0." and
      will jump back to the start of the loop to read another input value.

      (The first line of the loop, "while (true)" might look a bit strange, but it's perfectly legitimate. The
      condition in a while loop can be any boolean-valued expression. The computer evaluates this expression
      and checks whether the value is true or false. The boolean literal "true" is just a boolean expression
      that always evaluates to true. So "while (true)" can be used to write an infinite loop, or one that can
      be terminated only by a break statement.)

      A break statement terminates the loop that immediately encloses the break statement. It is possible to
      have nested loops, where one loop statement is contained inside another. If you use a break statement
      inside a nested loop, it will only break out of that loop, not out of the loop that contains the nested loop.


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Java Programing: Section 3.3

      There is something called a "labeled break" statement that allows you to specify which loop you want to
      break. I won't give the details here; you can look them up if you ever need them.

      The continue statement is related to break, but less commonly used. A continue statement tells the
      computer to skip the rest of the current iteration of the loop. However, instead of jumping out of the loop
      altogether, it jumps back to the beginning of the loop and continues with the next iteration (after evaluating
      the loop's continuation condition to see whether any further iterations are required).

      break and continue can be used in while loops and do..while loops. They can also be used in
      for loops, which are covered in the next section. In Section 6, we'll see that break can also be used to
      break out of a switch statement. Note that when a break occurs inside an if statement, it breaks out of
      the loop or switch statement that contains the if statement. If the if statement is not contained inside a
      loop or switch, then the if statement cannot legally contain a break statement. A similar consideration
      applies to continue statements.


                                       [ Next Section | Previous Section | Chapter Index | Main Index ]




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Java Programing: Section 3.4

      Section 3.4
      The for Statement



      WE TURN IN THIS SECTION to another type of loop, the for statement. Any for loop is equivalent to
      some while loop, so the language doesn't get any additional power by having for statements. But for a
      certain type of problem, a for loop can be easier to construct and easier to read than the corresponding
      while loop. It's quite possible that in real programs, for loops actually outnumber while loops.


      The for statement makes a common type of while loop easier to write. Many while loops have the general
      form:
                           initialization
                           while ( continuation-condition ) {
                               statements
                               update
                           }
      For example, consider this example, copied from an example in Section 2:
                           years = 0; // initialize the variable years
                           while ( years < 5 ) {  // condition for continuing loop

                                  interest = principal * rate;                        //
                                  principal += interest;                              // do three statements
                                  System.out.println(principal);                      //

                                  years++;            // update the value of the variable, years
                           }

      This loop can be written as the following equivalent for statement:
                           for ( years = 0; years < 5; years++ ) {
                              interest = principal * rate;
                              principal += interest;
                              System.out.println(principal);
                           }
      The initialization, continuation condition, and updating have all been combined in the first line of the for
      loop. This keeps everything involved in the "control" of the loop in one place, which helps makes the loop
      easier to read and understand. The for loop is executed in exactly the same way as the original code: The
      initialization part is executed once, before the loop begins. The continuation condition is executed before
      each execution of the loop, and the loop ends when this condition is false. The update part is executed at
      the end of each execution of the loop, just before jumping back to check the condition.

      The formal syntax of the for statement is as follows:
                           for ( initialization; continuation-condition; update )
                                statement
      or, using a block statement:
                           for ( initialization; continuation-condition; update ) {
                                statements
                           }
      The continuation-condition must be a boolean-valued expression. The initialization can be any expression,


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      as can the update. Any of the three can be empty. If the continuation condition is empty, it is treated as if it
      were "true," so the loop will be repeated forever or until it ends for some other reason, such as a break
      statement. (Some people like to begin an infinite loop with "for (;;)" instead of "while (true)".)

      Usually, the initialization part of a for statement assigns a value to some variable, and the update changes
      the value of that variable with an assignment statement or with an increment or decrement operation. The
      value of the variable is tested in the continuation condition, and the loop ends when this condition evaluates
      to false. A variable used in this way is called a loop control variable. In the for statement given above,
      the loop control variable is years.

      Certainly, the most common type of for loop is the counting loop, where a loop control variable takes on all
      integer values between some minimum and some maximum value. A counting loop has the form
                           for ( variable = min;                    variable <= max; variable++ ) {
                                statements
                           }
      where min and max are integer-valued expressions (usually constants). The variable takes on the values
      min, min+1, min+2, ...,max. The value of the loop control variable is often used in the body of the loop. The
      for loop at the beginning of this section is a counting loop in which the loop control variable, years, takes
      on the values 1, 2, 3, 4, 5. Here is an even simpler example, in which the numbers 1, 2, ..., 10 are displayed
      on standard output:
                               for ( N = 1 ; N <= 10 ; N++ )
                                  System.out.println( N );
      For various reasons, Java programmers like to start counting at 0 instead of 1, and they tend to use a "<" in
      the condition, rather than a "<=". The following variation of the above loop prints out the ten numbers 0, 1,
      2, ..., 9:
                               for ( N = 0 ; N < 10 ; N++ )
                                  System.out.println( N );
      Using < instead of <= in the test, or vice versa, is a common source of off-by-one errors in programs. You
      should always stop and think, do I want the final value to be processed or not?
      It's easy to count down from 10 to 1 instead of counting up. Just start with 10, decrement the loop control
      variable instead of incrementing it, and continue as long as the variable is greater than or equal to one.
                               for ( N = 10 ; N >= 1 ; N-- )
                                  System.out.println( N );
      Now, in fact, the official syntax of a for statemenent actually allows both the initialization part and the
      update part to consist of several expressions, separated by commas. So we can even count up from 1 to 10
      and count down from 10 to 1 at the same time!
                        for ( i=1, j=10; i <= 10; i++, j--                            ) {
                           TextIO.put(i,5);   // Output i in                          a 5-character wide column.
                           TextIO.putln(j,5); // Output j in                          a 5-character column
                                              //     and end                          the line.
                        }
      As a final example, let's say that we want to use a for loop print out just the even numbers between 2 and
      20, that is: 2, 4, 6, 8, 10, 12, 14, 16, 18, 20. There are several ways to do this. Just to show how even a very
      simple problem can be solved in many ways, here are four different solutions (three of which would get full
      credit):

                        (1)       // There are 10 numbers to print.
                                  // Use a for loop to count 1, 2,
                                  // ..., 10. The numbers we want


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Java Programing: Section 3.4

                                  // to print are 2*1, 2*2, ... 2*10.

                                  for (N = 1; N <= 10; N++) {
                                     System.out.println( 2*N );
                                  }


                        (2)       //    Use a for loop that counts
                                  //    2, 4, ..., 20 directly by
                                  //    adding 2 to N each time through
                                  //    the loop.

                                  for (N = 2; N <= 20; N = N + 2) {
                                     System.out.println( N );
                                  }


                        (3)       //    Count off all the numbers
                                  //    2, 3, 4, ..., 19, 20, but
                                  //    only print out the numbers
                                  //    that are even.

                                  for (N = 2; N <= 20; N++) {
                                     if ( N % 2 == 0 ) // is N even?
                                        System.out.println( N );
                                  }


                        (4)       //    Irritate the professor with
                                  //    a solution that follows the
                                  //    letter of this silly assignment
                                  //    while making fun of it.

                                  for (N = 1; N <= 1; N++) {
                                     System.out.print("2 4 6 8 10 12 ");
                                     System.out.println("14 16 18 20");
                                  }


      Perhaps it is worth stressing one more time that a for statement, like any statement, never occurs on its own
      in a real program. A statement must be inside the main routine of a program or inside some other
      subroutine. And that subroutine must be defined inside a class. I should also remind you that every variable
      must be declared before it can be used, and that includes the loop control variable in a for statement. In all
      the examples that you have seen so far in this section, the loop control variables should be declared to be of
      type int. It is not required that a loop control variable be an integer. Here, for example, is a for loop in
      which the variable, ch, is of type char:
                        // Print out the alphabet on one line of output.
                        char ch; // The loop control variable;
                                  //       one of the letters to be printed.
                        for ( char ch = 'A'; ch <= 'Z'; ch++ )
                            System.out.print(ch);
                        System.out.println();


      Let's look at a less trivial problem that can be solved with a for loop. If N and D are positive integers, we
      say that D is a divisor of N if the remainder when D is divided into N is zero. (Equivalently, we could say that


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      N is an even multiple of D.) In terms of Java programming, D is a divisor of N if N % D is zero.

      Let's write a program that inputs a positive integer, N, from the user and computes how many different
      divisors N has. The numbers that could possibly be divisors of N are 1, 2, ...,N. To compute the number of
      divisors of N, we can just test each possible divisor of N and count the ones that actually do divide N evenly.
      In pseudocode, the algorithm takes the form
                          Get a positive integer, N, from the user
                          Let divisorCount = 0
                          for each number, testDivisor, in the range from 1 to N:
                              if testDivisor is a divisor of N:
                                  Count it by adding 1 to divisorCount
                          Output the count
      This algorithm displays a common programming pattern that is used when some, but not all, of a sequence of
      items are to be processed. The general pattern is
                           for each item in the sequence:
                              if the item passes the test:
                                  process it
      The for loop in our divisor-counting algorithm can be translated into Java code as
                           for (testDivisor = 1; testDivisor <= N; testDivisor++) {
                              if ( N % testDivisor == 0 )
                                 divisorCount++;
                           }
      On a modern computer, this loop can be executed very quickly. It is not impossible to run it even for the
      largest legal int value, 2147483647. (If you wanted to run it for even larger values, you could use variables
      of type long rather than int.) However, it does take a noticeable amount of time for very large numbers.
      So when I implemented this algorithm, I decided to output a period every time the computer has tested one
      million possible divisors. In the improved version of the program, there are two types of counting going on.
      We have to count the number of divisors and we also have to count the number of possible divisors that have
      been tested. So the program needs two counters. When the second counter reaches 1000000, we output a '.'
      and reset the counter to zero so that we can start counting the next group of one million. Reverting to
      pseudocode, the algorithm now looks like
                          Get a positive integer, N, from the user
                          Let divisorCount = 0 // Number of divisors found.
                          Let numberTested = 0 // Number of possible divisors tested
                                                //        since the last period was output.
                          for each number, testDivisor, in the range from 1 to N:
                              if testDivisor is a divisor of N:
                                  Count it by adding 1 to divisorCount
                              Add 1 to numberTested
                              if numberTested is 1000000:
                                  print out a '.'
                                  Let numberTested = 0
                          Output the count
      Finally, we can translate the algorithm into a complete Java program. Here it is, followed by an applet that
      simulates it:

               public class CountDivisors {

                    /*     This program reads a positive integer from the user.
                           It counts how many divisors that number has, and
                           then it prints the result.


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                    */

                    public static void main(String[] args) {

                          int N;        // A positive integer entered by the user.
                                        // Divisors of this number will be counted.

                          int testDivisor;               // A number between 1 and N that is a
                                                         // possible divisor of N.

                          int divisorCount;                // Number of divisors of N that have been found.

                          int numberTested;                //   Used to count how many possible divisors
                                                           //   of N have been tested. When the number
                                                           //   reaches 1000000, a period is output and
                                                           //   the value of numberTested is reset to zero.

                          /* Get a positive integer from the user. */

                          while (true) {
                             TextIO.put("Enter a positive integer: ");
                             N = TextIO.getlnInt();
                             if (N > 0)
                                break;
                             TextIO.putln("That number is not positive.                 Please try again.");
                          }

                          /* Count the divisors, printing a "." after every 1000000 tests. */

                          divisorCount = 0;
                          numberTested = 0;

                          for (testDivisor = 1; testDivisor <= N; testDivisor++) {
                             if ( N % testDivisor == 0 )
                                divisorCount++;
                             numberTested++;
                             if (numberTested == 1000000) {
                                TextIO.put('.');
                                numberTested = 0;
                             }
                          }

                          /* Display the result. */

                          TextIO.putln();
                          TextIO.putln("The number of divisors of " + N
                                              + " is " + divisorCount);

                    } // end main()

               } // end class CountDivisors


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Java Programing: Section 3.4

      Nested Loops
      Control structures in Java are statements that contain statements. In particular, control structures can contain
      control structures. You've already seen several examples of if statements inside loops, but any combination
      of one control structure inside another is possible. We say that one structure is nested inside another. You
      can even have multiple levels of nesting, such as a while loop inside an if statement inside another
      while loop. The syntax of Java does not set a limit on the number of levels of nesting. As a practical
      matter, though, it's difficult to understand a program that has more than a few levels of nesting.

      Nested for loops arise naturally in many algorithms, and it is important to understand how they work. Let's
      look at a couple of examples. First, consider the problem of printing out a multiplication table like this one:
                           1      2      3      4      5      6      7      8   9 10 11 12
                           2      4      6      8     10     12     14     16 18 20 22 24
                           3      6      9     12     15     18     21     24 27 30 33 36
                           4      8     12     16     20     24     28     32 36 40 44 48
                           5     10     15     20     25     30     35     40 45 50 55 60
                           6     12     18     24     30     36     42     48 54 60 66 72
                           7     14     21     28     35     42     49     56 63 70 77 84
                           8     16     24     32     40     48     56     64 72 80 88 96
                           9     18     27     36     45     54     63     72 81 90 99 108
                          10     20     30     40     50     60     70     80 90 100 110 120
                          11     22     33     44     55     66     77     88 99 110 121 132
                          12     24     36     48     60     72     84     96 108 120 132 144
      The data in the table are arranged into 12 rows and 12 columns. The process of printing them out can be
      expressed in a pseudocode algorithm as
                          for each rowNumber = 1, 2, 3, ..., 12:
                             Print the first twelve multiples of rowNumber on one line
                             Output a carriage return
      The first step in the for loop can itself be expressed as a for loop:
                               for N = 1, 2, 3, ..., 12:
                                  Print N * rowNumber
      so a refined algorithm for printing the table has one for loop nested inside another:
                          for each rowNumber = 1, 2, 3, ..., 12:
                             for N = 1, 2, 3, ..., 12:
                                Print N * rowNumber
                             Output a carriage return

      Assuming that rowNumber and N have been declared to be variables of type int, this can be expressed in
      Java as

                      for ( rowNumber = 1; rowNumber <= 12; rowNumber++ ) {
                         for ( N = 1; N <= 12; N++ ) {
                                     // print in 4-character columns
                            TextIO.put( N * rowNumber, 4 );
                         }
                         TextIO.putln();
                      }
      This section has been weighed down with lots of examples of numerical processing. For our final example,
      let's do some text processing. Consider the problem of finding which of the 26 letters of the alphabet occur in
      a given string. For example, the letters that occur in "Hello World" are D, E, H, L, O, R, and W. More
      specifically, we will write a program that will list all the letters contained in a string and will also count the


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Java Programing: Section 3.4

      number of different letters. The string will be input by the user. Let's start with a pseudocode algorithm for
      the program.
                          Ask the user to input a string
                          Read the response into a variable, str
                          Let count = 0 (for counting the number of different letters)
                          for each letter of the alphabet:
                             if the letter occurs in str:
                                Print the letter
                                Add 1 to count
                          Output the count
      Since we want to process the entire line of text that is entered by the user, we'll use TextIO.getln() to
      read it. The line that reads "for each letter of the alphabet" can be expressed as "for (letter='A';
      letter<='Z'; letter++)". But the body of this for loop needs more thought. How do we check
      whether the given letter, letter, occurs in str? One idea is to look at each letter in the string in turn, and
      check whether that letter is equal to letter. We can get the i-th character of str with the function call
      str.charAt(i), where i ranges from 0 to str.length() - 1. One more difficulty: A letter such as
      'A' can occur in str in either upper or lower case, 'A' or 'a'. We have to check for both of these. But we can
      avoid this difficulty by converting str to upper case before processing it. Then, we only have to check for
      the upper case letter. We can now flesh out the algorithm fully. Note the use of break in the nested for
      loop. It is required to avoid printing or counting a given letter more than once. The break statement breaks
      out of the inner for loop, but not the outer for loop. Upon executing the break, the computer continues
      the outer loop with the next value of letter.

                               Ask the user to input a string
                               Read the response into a variable, str
                               Convert str to upper case
                               Let count = 0
                               for letter = 'A', 'B', ..., 'Z':
                                   for i = 0, 1, ..., str.length()-1:
                                       if letter == str.charAt(i):
                                           Print letter
                                           Add 1 to count
                                           break // jump out of the loop
                               Output the count


      Here is the complete program and an applet to simulate it:

                    public class ListLetters {

                          /* This program reads a line of text entered by the user.
                             It prints a list of the letters that occur in the text,
                             and it reports how many different letters were found.
                          */

                          public static void main(String[] args) {

                               String str; // Line of text entered by the user.
                               int count;   // Number of different letters found in str.
                               char letter; // A letter of the alphabet.

                               TextIO.putln("Please type in a line of text.");
                               str = TextIO.getln();



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                               str = str.toUpperCase();

                               count = 0;
                               TextIO.putln("Your input contains the following letters:");
                               TextIO.putln();
                               TextIO.put("    ");
                               for ( letter = 'A'; letter <= 'Z'; letter++ ) {
                                   int i; // Position of a character in str.
                                   for ( i = 0; i < str.length(); i++ ) {
                                       if ( letter == str.charAt(i) ) {
                                            TextIO.put(letter);
                                            TextIO.put(' ');
                                            count++;
                                            break;
                                       }
                                   }
                               }

                               TextIO.putln();
                               TextIO.putln();
                               TextIO.putln("There were " + count + " different letters.");

                          } // end main()

                    } // end class ListLetters


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      In fact, there is an easier way to determine whether a given letter occurs in a string, str. The built-in
      function str.indexOf(letter) will return -1 if letter does not occur in the string. It returns a
      number greater than or equal to zero if it does occur. So, we could check whether letter occurs in str
      simply by checking "if (str.indexOf(letter) >= 0)". If we used this technique in the above
      program, we wouldn't need a nested for loop. This gives you preview of how subroutines can be used to
      deal with complexity.


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Java Programing: Section 3.5

      Section 3.5
      The if Statement



      THE FIRST OF THE TWO BRANCHING STATEMENTS in Java is the if statement, which you have
      already seen in Section 1. It takes the form
                               if (boolean-expression)
                                    statement-1
                               else
                                    statement-2
      As usual, the statements inside an if statements can be blocks. The if statement represents a two-way
      branch. The else part of an if statement -- consisting of the word "else" and the statement that follows it --
      can be omitted.

      Now, an if statement is, in particular, a statement. This means that either statement-1 or statement-2 in the
      above if statement can itself be an if statement. A problem arises, however, if statement-1 is an if
      statement that has no else part. This special case is effectively forbidden by the syntax of Java. Suppose,
      for example, that you type
                               if ( x > 0 )
                                    if (y > 0)
                                       System.out.println("First case");
                               else
                                    System.out.println("Second case");
      Now, remember that the way you've indented this doesn't mean anything at all to the computer. You might
      think that the else part is the second half of your "if (x > 0)" statement, but the rule that the computer
      follows attaches the else to "if (y > 0)", which is closer. That is, the computer reads your statement as
      if it were formatted:
                               if ( x > 0 )
                                   if (y > 0)
                                      System.out.println("First case");
                                   else
                                        System.out.println("Second case");

      You can force the computer to use the other interpretation by enclosing the nested if in a block:
                               if ( x > 0 ) {
                                    if (y > 0)
                                       System.out.println("First case");
                               }
                               else
                                    System.out.println("Second case");
      You can check that these two statements have different meanings. If x <= 0, the first statement doesn't
      print anything, but the second statement prints "Second case.".

      Much more interesting than this technicality is the case where statement-2, the else part of the if
      statement, is itself an if statement. The statement would look like this (perhaps without the final else part):
                               if (boolean-expression-1)
                                    statement-1
                               else
                                    if (boolean-expression-2)


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                                             statement-2
                                      else
                                             statement-3
      However, since the computer doesn't care how a program is laid out on the page, this is almost always
      written in the format:
                               if (boolean-expression-1)
                                    statement-1
                               else if (boolean-expression-2)
                                    statement-2
                               else
                                    statement-3
      You should think of this as a single statement representing a three-way branch. When the computer executes
      this, one and only one of the three statements -- statement-1, statement-2, or statement-3 -- will be
      executed. The computer starts by evaluating boolean-expression-1. If it is true, the computer executes
      statement-1 and then jumps all the way to the end of the outer if statement, skipping the other two
      statements. If boolean-expression-1 is false, the computer skips statement-1 and executes the second,
      nested if statement. To do this, it tests the value of boolean-expression-2 and uses it to decide between
      statement-2 and statement-3.
      Here is an example that will print out one of three different messages, depending on the value of a variable
      named temperature:
                           if (temperature < 50)
                              System.out.println("It's cold.");
                           else if (temperature < 80)
                              System.out.println("It's nice.");
                           else
                              System.out.println("It's hot.");

      If temperature is, say, 42, the first test is true. The computer prints out the message "It's cold", and
      skips the rest -- without even evaluating the second condition. For a temperature of 75, the first test is
      false, so the computer goes on to the second test. This test is true, so the computer prints "It's nice" and
      skips the rest. If the temperature is 173, both of the tests evaluate to false, so the computer says "It's hot"
      (unless its circuits have been fried by the heat, that is).
      You can go on stringing together "else-if's" to make multi-way branches with any number of cases:
                               if (boolean-expression-1)
                                    statement-1
                               else if (boolean-expression-2)
                                    statement-2
                               else if (boolean-expression-3)
                                    statement-3
                                 .
                                 . // (more cases)
                                 .
                               else if (boolean-expression-N)
                                    statement-N
                               else
                                    statement-(N+1)
      The computer evaluates boolean expressions one after the other until it comes to one that is true. It
      executes the associated statement and skips the rest. If none of the boolean expressions evaluate to true,
      then the statement in the else part is executed. This statement is called a multi-way branch because only
      one of the statements will be executed. The final else part can be omitted. In that case, if all the boolean
      expressions are false, none of the statements is executed. Of course, each of the statements can be a block,


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      consisting of a number of statements enclosed between { and }. (Admittedly, there is lot of syntax here; as
      you study and practice, you'll become comfortable with it.)


      As an example of using if statements, lets suppose that x, y, and z are variables of type int, and that each
      variable has already been assigned a value. Consider the problem of printing out the values of the three
      variables in increasing order. For examples, if the values are 42, 17, and 20, then the output should be in the
      order 17, 20, 42.

      One way to approach this is to ask, where does x belong in the list? It comes first if it's less than both y and
      z. It comes last if it's greater than both y and z. Otherwise, it comes in the middle. We can express this with
      a 3-way if statement, but we still have to worry about the order in which y and z should be printed. In
      pseudocode,
                          if (x < y && x < z) {
                              output x, followed by y and z in their correct order
                          }
                          else if (x > y && x > z) {
                              output y and z in their correct order, followed by x
                          }
                          else {
                              output x in between y and z in their correct order
                          }
      Determining the relative order of y and z requires another if statement, so this becomes
                          if (x < y && x < z) {                             // x comes first
                              if (y < z)
                                 System.out.println(                     x + " " + y + " " + z );
                              else
                                 System.out.println(                     x + " " + z + " " + y );
                          }
                          else if (x > y && x > z) {                        // x comes last
                              if (y < z)
                                 System.out.println(                     y + " " + z + " " + x );
                              else
                                 System.out.println(                     z + " " + y + " " + x );
                          }
                          else {                                            // x in the middle
                              if (y < z)
                                 System.out.println(                     y + " " + x + " " + z);
                              else
                                 System.out.println(                     z + " " + x + " " + y);
                          }
      You might check that this code will work correctly even if some of the values are the same. If the values of
      two variables are the same, it doesn't matter which order you print them in.
      Note, by the way, that even though you can say in English "if x is less than y and z,", you can't say in Java
      "if (x < y && z)". The && operator can only be used between boolean values, so you have to make
      separate tests, x<y and x<z, and then combine the two tests with &&.

      There is an alternative approach to this problem that begins by asking, "which order should x and y be
      printed in?" Once that's known, you only have to decide where to stick in z. This line of thought leads to
      different Java code:
                           if ( x < y ) { // x comes before y
                              if ( z < x )
                                 System.out.println( z + " " + x + " " + y);


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                                 else if ( z > y )
                                    System.out.println( x + " " + y + " " + z);
                                 else
                                    System.out.println( x + " " + z + " " + y);
                           }
                           else {           // y comes before                         x
                              if ( z < y )
                                  System.out.println( z + " "                         + y + " " + x);
                              else if ( z > x )
                                  System.out.println( y + " "                         + x + " " + z);
                              else
                                  System.out.println( y + " "                         + z + " " + x);
                           }
      Once again, we see how the same problem can be solved in many different ways. The two approaches to this
      problem have not exhausted all the possibilities. For example, you might start by testing whether x is greater
      than y. If so, you could swap their values. Once you've done that, you know that x should be printed before
      y.


      Finally, let's write a complete program that uses an if statement in an interesting way. I want a program that
      will convert measurements of length from one unit of measurement to another, such as miles to yards or
      inches to feet. So far, the problem is extremely under-specified. Let's say that the program will only deal
      with measurements in inches, feet, yards, and miles. It would be easy to extend it later to deal with other
      units. The user will type in a measurement in one of these units, such as "17 feet" or "2.73 miles". The output
      will show the length in terms of each of the four units of measure. (This is easier than asking the user which
      units to use in the output.) An outline of the process is
                          Read the user's input measurement and units of measure
                          Express the measurement in inches, feet, yards, and miles
                          Display the four results
      The program can read both parts of the user's input from the same line by using TextIO.getDouble()
      to read the numerical measurement and TextIO.getlnWord() to read the units of measure. The
      conversion into different units of measure can be simplified by first converting the user's input into inches.
      From there, it can be converted into feet, yards, and miles. We still have to test the input to determine which
      unit of measure the user has specified:
                    Let measurement = TextIO.getDouble()
                    Let units = TextIO.getlnWord()
                    if the units are inches
                       Let inches = measurement
                    else if the units are feet
                       Let inches = measurement * 12         // 12 inches per foot
                    else if the units are yards
                       Let inches = measurement * 36         // 36 inches per yard
                    else if the units are miles
                       Let inches = measurement * 12 * 5280 // 5280 feet per mile
                    else
                       The units are illegal!
                       Print an error message and stop processing
                    Let feet = inches / 12.0
                    Let yards = inches / 36.0
                    Let miles = inches / (12.0 * 5280.0)
                    Display the results

      Since units is a String, we can use units.equals("inches") to check whether the specified unit
      of measure is "inches". However, it would be nice to allow the units to be specified as "inch" or abbreviated


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      to "in". To allow these three possibilities, we can check if (units.equals("inches") ||
      units.equals("inch") || units.equals("in")). It would also be nice to allow upper case
      letters, as in "Inches" or "IN". We can do this by converting units to lower case before testing it or by
      substituting the function units.equalsIgnoreCase for units.equals.
      In my final program, I decided to make things more interesting by allowing the user to enter a whole
      sequence of measurements. The program will end only when the user inputs 0. To do this, I just have to wrap
      the above algorithm inside a while loop, and make sure that the loop ends when the user inputs a 0. Here's
      the complete program, followed by an applet that simulates it.


            public class LengthConverter {

                 /* This program will convert measurements expressed in inches,
                    feet, yards, or miles into each of the possible units of
                    measure. The measurement is input by the user, followed by
                    the unit of measure. For example: "17 feet", "1 inch",
                    "2.73 mi". Abbreviations in, ft, yd, and mi are accepted.
                    The program will continue to read and convert measurements
                    until the user enters an input of 0.
                 */

                 public static void main(String[] args) {

                      double measurement;                  // Numerical measurement, input by user.
                      String units;                        // The unit of measure for the input, also
                                                           //    specified by the user.

                      double inches, feet, yards, miles;                              // Measurement expressed in
                                                                                      //   each possible unit of
                                                                                      //   measure.

                      TextIO.putln("Enter measurements in inches, feet, yards, or miles.");
                      TextIO.putln("For example: 1 inch     17 feet    2.73 miles");
                      TextIO.putln("You can use abbreviations:   in   ft yd    mi");
                      TextIO.putln("I will convert your input into the other units");
                      TextIO.putln("of measure.");
                      TextIO.putln();

                      while (true) {

                           /* Get the user's input, and convert units to lower case. */

                           TextIO.put("Enter your measurement, or 0 to end:                           ");
                           measurement = TextIO.getDouble();
                           if (measurement == 0)
                              break; // terminate the while loop
                           units = TextIO.getlnWord();
                           units = units.toLowerCase();

                           /* Convert the input measurement to inches. */

                           if (units.equals("inch") || units.equals("inches")
                                                           || units.equals("in")) {
                               inches = measurement;
                           }


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                           else if (units.equals("foot") || units.equals("feet")
                                                           || units.equals("ft")) {
                               inches = measurement * 12;
                           }
                           else if (units.equals("yard") || units.equals("yards")
                                                            || units.equals("yd")) {
                               inches = measurement * 36;
                           }
                           else if (units.equals("mile") || units.equals("miles")
                                                              || units.equals("mi")) {
                               inches = measurement * 12 * 5280;
                           }
                           else {
                               TextIO.putln("Sorry, but I don't understand \""
                                                                    + units + "\".");
                               continue; // back to start of while loop
                           }

                           /* Convert measurement in inches to feet, yards, and miles. */

                           feet = inches / 12;
                           yards = inches / 36;
                           miles = inches / (12*5280);

                           /* Output measurement in terms of each unit of measure. */

                           TextIO.putln();
                           TextIO.putln("That's equivalent to:");
                           TextIO.put(inches, 15);
                           TextIO.putln(" inches");
                           TextIO.put(feet, 15);
                           TextIO.putln(" feet");
                           TextIO.put(yards, 15);
                           TextIO.putln(" yards");
                           TextIO.put(miles, 15);
                           TextIO.putln(" miles");
                           TextIO.putln();

                      } // end while

                      TextIO.putln();
                      TextIO.putln("OK!                Bye for now.");

                 } // end main()

            } // end class LengthConverter
                                                      Sorry, your browser doesn't
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                                       [ Next Section | Previous Section | Chapter Index | Main Index ]




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Java Programing: Section 3.6

      Section 3.6
      The switch Statement



      THE SECOND BRANCHING STATEMENT in Java is the switch statement, which is introduced in
      this section. The switch is used far less often than the if statement, but it is sometimes useful for
      expressing a certain type of multi-way branch. Since this section wraps up coverage of all of Java's control
      statements, I've included a complete list of Java's statement types at the end of the section.

      A switch statement allows you to test the value of an expression and, depending on that value, to jump to
      some location within the switch statement. The expression must be either integer-valued or
      character-valued. It cannot be a String or a real number. The positions that you can jump to are marked
      with "case labels" that take the form: "case constant:". This marks the position the computer jumps to when
      the expression evaluates to the given constant. As the final case in a switch statement you can, optionally,
      use the label "default:", which provides a default jump point that is used when the value of the expression is
      not listed in any case label.

      A switch statement has the form:
                        switch (expression) {
                           case constant-1:
                              statements-1
                              break;
                           case constant-2:
                              statements-2
                              break;
                              .
                              .   // (more cases)
                              .
                           case constant-N:
                              statements-N
                              break;
                           default: // optional default case
                              statements-(N+1)
                        } // end of switch statement

      The break statements are technically optional. The effect of a break is to make the computer jump to the
      end of the switch statement. If you leave out the break statement, the computer will just forge ahead after
      completing one case and will execute the statements associated with the next case label. This is rarely what
      you want, but it is legal. (I will note here -- although you won't understand it until you get to the next
      chapter -- that inside a subroutine, the break statement is sometimes replaced by a return statement.)

      Note that you can leave out one of the groups of statements entirely (including the break). You then have
      two case labels in a row, containing two different constants. This just means that the computer will jump to
      the same place and perform the same action for each of the two constants.

      Here is an example of a switch statement. This is not a useful example, but it should be easy for you to
      follow. Note, by the way, that the constants in the case labels don't have to be in any particular order, as
      long as they are all different:
                        switch (N) {   // assume N is an integer variable
                           case 1:
                              System.out.println("The number is 1.");
                              break;
                           case 2:


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                               case 4:
                               case 8:
                                  System.out.println("The number is 2, 4, or 8.");
                                  System.out.println("(That's a power of 2!)");
                                  break;
                               case 3:
                               case 6:
                               case 9:
                                  System.out.println("The number is 3, 6, or 9.");
                                  System.out.println("(That's a multiple of 3!)");
                                  break;
                               case 5:
                                  System.out.println("The number is 5.");
                                  break;
                               default:
                                  System.out.println("The number is 7,");
                                  System.out.println("   or is outside the range 1 to 9.");
                        }
      The switch statement is pretty primitive as control structures go, and it's easy to make mistakes when you
      use it. Java takes all its control structures directly from the older programming languages C and C++. The
      switch statement is certainly one place where the designers of Java should have introduced some
      improvements.


      One application of switch statements is in processing menus. A menu is a list of options. The user selects
      one of the options. The computer has to respond to each possible choice in a different way. If the options
      are numbered 1, 2, ..., then the number of the chosen option can be used in a switch statement to select
      the proper response.

      In a TextIO-based program, the menu can be presented as a numbered list of options, and the user can
      choose an option by typing in its number. Here is an example that could be used in a variation of the
      LengthConverter example from the previous section:

                        int optionNumber;   // Option number from menu, selected by user.
                        double measurement; // A numerical measurement, input by the user.
                                            //    The unit of measurement depends on which
                                            //    option the user has selected.
                        double inches;      // The same measurement, converted into inches.

                        /* Display menu and get user's selected option number. */

                        TextIO.putln("What unit of measurement does your input use?");
                        TextIO.putln();
                        TextIO.putln("         1. inches");
                        TextIO.putln("         2. feet");
                        TextIO.putln("         3. yards");
                        TextIO.putln("         4. miles");
                        TextIO.putln();
                        TextIO.putln("Enter the number of your choice: ");
                        optionNumber = TextIO.getlnInt();

                        /* Read user's measurement and convert to inches. */

                        switch ( optionNumber ) {
                           case 1:


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                               TextIO.putln("Enter the number of inches: );
                               measurement = TextIO.getlnDouble();
                               inches = measurement;
                               break;
                           case 2:
                               TextIO.putln("Enter the number of feet: );
                               measurement = TextIO.getlnDouble();
                               inches = measurement * 12;
                               break;
                           case 3:
                               TextIO.putln("Enter the number of yards: );
                               measurement = TextIO.getlnDouble();
                               inches = measurement * 36;
                               break;
                           case 4:
                               TextIO.putln("Enter the number of miles: );
                               measurement = TextIO.getlnDouble();
                               inches = measurement * 12 * 5280;
                               break;
                           default:
                               TextIO.putln("Error! Illegal option number!                               I quit!");
                               System.exit(1);
                        } // end switch

                        /* Now go on to convert inches to feet, yards, and miles... */



      The Empty Statement
      As a final note in this section, I will mention one more type of statement in Java: the empty statement. This
      is a statement that consists simply of a semicolon. The existence of the empty statement makes the
      following legal, even though you would not ordinarily see a semicolon after a }.
                               if (x < 0) {
                                   x = -x;
                               };

      The semicolon is legal after the }, but the computer considers it to be an empty statement, not part of the if
      statement. Occasionally, you might find yourself using the empty statement when what you mean is, in fact,
      "do nothing". I prefer, though, to use an empty block, consisting of { and } with nothing between, for such
      cases.

      Occasionally, stray empty statements can cause annoying, hard-to-find errors in a program. For example,
      the following program segment prints out "Hello" just once, not ten times:
                                    for (int i = 0; i < 10; i++);
                                        System.out.println("Hello");
      Why? Because the ";" at the end of the first line is a statement, and it is this statement that is executed ten
      times. The System.out.println statement is not really inside the for statement at all, so it is
      executed just once, after the for loop has completed.




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      A List of Java Statement Types
      I mention the empty statement here mainly for completeness. You've now seen just about every type of Java
      statement. A complete list is given below for reference. The only new items in the list are the
      try..catch, throw, and synchronized statements, which are related to advanced aspects of Java
      known as exception-handling and multi-threading, and the return statement, which is used in
      subroutines. These will be covered in later sections.

      Another possible surprise is what I've listed as "other expression statement," which reflects the fact that any
      expression followed by a semicolon can be used as a statement. To execute such a statement, the computer
      simply evaluates the expression, and then ignores the value. Of course, this only makes sense when the
      evaluation has a side effect that makes some change in the state of the computer. An example of this is the
      expression statement "x++;", which has the side effect of adding 1 to the value of x. Similarly, the function
      call "TextIO.getln()", which reads a line of input, can be used as a stand-alone statement if you want
      to read a line of input and discard it. Note that, technically, assignment statements and subroutine call
      statements are also considered to be expression statements.

      Java statement types:
           ● declaration statement (for declaring variables)

            ●   assignment statement
            ●   subroutine call statement (including input/output routines)
            ●   other expression statement (such as "x++;")
            ●   empty statement
            ●   block statement
            ●   while statement
            ●   do..while statement
            ●   if statement
            ●   for statement
            ●   switch statement
            ●   break statement (found in loops and switch statements only)
            ●   continue statement (found in loops only)
            ●   return statement (found in subroutine definitions only)
            ●   try..catch statement
            ●   throw statement
            ●   synchronized statement


                                       [ Next Section | Previous Section | Chapter Index | Main Index ]




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Java Programing: Section 3.7

      Section 3.7
      Introduction to Applets and Graphics



      FOR THE PAST TWO CHAPTERS, you've been learning the sort of programming that is done inside a
      single subroutine. In the rest of the text, we'll be more concerned with the larger scale structure of
      programs, but the material that you've already learned will be an important foundation for everything to
      come.

      In this section, before moving on to programming-in-the-large, we'll take a look at how
      programming-in-the-small can be used in other contexts besides text-based, command-line-style programs.
      We'll do this by taking a short, introductory look at applets and graphical programming.

      An applet is a Java program that runs on a Web page. An applet is not a stand-alone application, and it does
      not have a main() routine. In fact, an applet is an object rather than a class. When an applet is placed on a
      Web page, it is assigned a rectangular area on the page. It is the job of the applet to draw the contents of
      that rectangle. When the region needs to be drawn, the Web page calls a subroutine in the applet to do so.
      This is not so different from what happens with stand-alone programs. When a program needs to be run, the
      system calls the main() routine of the program. Similarly, when an applet needs to be drawn, the Web
      page calls the paint() routine of the applet. The programmer specifies what happens when these routines
      are called by filling in the bodies of the routines. Programming in the small! Applets can do other things
      besides draw themselves, such as responding when the user clicks the mouse on the applet. Each of the
      applet's behaviors is defined by a subroutine in the applet object. The programmer specifies how the applet
      behaves by filling in the bodies of the appropriate subroutines.

      A very simple applet, which does nothing but draw itself, can be defined by a class that contains nothing
      but a paint() routine. The source code for the class would have the form:
                        import java.awt.*;
                        import java.applet.*;

                        public class name-of-applet extends Applet {

                               public void paint(Graphics g) {
                                  statements
                               }

                        }
      where name-of-applet is an identifier that names the class, and the statements are the code that actually
      draws the applet. This looks similar to the definition of a stand-alone program, but there are a few things
      here that need to be explained, starting with the first two lines.

      When you write a program, there are certain built-in classes that are available for you to use. These built-in
      classes include System and Math. If you want to use one of these classes, you don't have to do anything
      special. You just go ahead and use it. But Java also has a large number of standard classes that are there if
      you want them but that are not automatically available to your program. (There are just too many of them.)
      If you want to use these classes in your program, you have to ask for them first. The standard classes are
      grouped into so-called "packages." Two of these packages are called "java.awt" and "java.applet". The
      directive "import java.awt.*;" makes all the classes from the package java.awt available for use in your
      program. The java.awt package contains classes related to graphical user interface programming, including
      a class called Graphics. The Graphics class is referred to in the paint() routine above. The
      java.applet package contains classes specifically related to applets, including the class named Applet.

      The first line of the class definition above says that the class "extends Applet." Applet is the standard


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      class from the java.applet package. It defines all the basic properties and behaviors of applet objects. By
      extending the Applet class, the new class we are defining inherits all those properties and behaviors. We
      only have to define the ways in which our class differs from the basic Applet class. In our case, the only
      difference is that our applet will draw itself differently, so we only have to define the paint() routine.
      This is one of the main advantages of object-oriented programming.

      One more thing needs to be mentioned -- and this is a point where Java's syntax gets unfortunately
      confusing. Applets are objects, not classes. Instead of being static members of a class, the subroutines that
      define the applet's behavior are part of the applet object. We say that they are "non-static" subroutines. Of
      course, objects are related to classes because every object is described by a class. Now here is the part that
      can get confusing: Even though a non-static subroutine is not actually part of a class (in the sense of being
      part of the behavior of the class), it is nevertheless defined in a class (in the sense that the Java code that
      defines the subroutine is part of the Java code that defines the class). Many objects can be described by the
      same class. Each object has its own non-static subroutine. But the common definition of those subroutines
      -- the actual Java source code -- is physically part of the class that describes all the objects. To put it briefly:
      static subroutines in a class definition say what the class does; non-static subroutines say what all the
      objects described by the class do. An applet's paint() routine is a an example non-static subroutine. A
      stand-alone program's main() routine is an example of a static subroutine. The distinction doesn't really
      matter too much at this point: When working with stand-alone programs, mark everything with the reserved
      word, "static"; leave it out when working with applets. However, the distinction between static and
      non-static will become more important later in the course.


      Let's write an applet that draws something. In order to write an applet that draws something, you need to
      know what subroutines are available for drawing, just as in writing text-oriented programs you need to
      know what subroutines are available for reading and writing text. In Java, the built-in drawing subroutines
      are found in objects of the class Graphics, one of the classes in the java.awt package. In an applet's
      paint() routine, you can use the Graphics object g for drawing. (This object is provided as a
      parameter to the paint() routine when that routine is called.) Graphics objects contain many
      subroutines. I'll mention just three of them here. You'll find more listed in Section 6.3.

               g.setColor(c), is called to set the color that is used for drawing. The parameter, c is an
               object belonging to a class named Color, another one of the classes in the java.awt
               package. About a dozen standard colors are available as static member variables in the
               Color class. These standard colors include Color.black, Color.white,
               Color.red, Color.green, and Color.blue. For example, if you want to draw in
               red, you would say "g.setColor(Color.red);". The specified color is used for all
               drawing operations up until the next time setColor is called.

               g.drawRect(x,y,w,h) draws the outline of a rectangle. The parameters x, y, w, and h
               must be integers. This draws the outline of the rectangle whose top-left corner is x pixels
               from the left edge of the applet and y pixels down from the top of the applet. The width of
               the rectangle is w pixels, and the height is h pixels.

               g.fillRect(x,y,w,h) is similar to drawRect except that it fills in the inside of the
               rectangle instead of just drawing an outline.

      This is enough information to write the applet shown here:

                                           Sorry, your browser doesn't support Java.
                                          But here's the picture that the applet draws:




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      This applet first fills its entire rectangular area with red. Then it changes the drawing color to black and
      draws a sequence of rectangles where each rectangle is nested inside the previous one. The rectangles can
      be drawn with a while loop. Each time through the loop, the rectangle gets smaller and it moves down and
      over a bit. We'll need variables to hold the width and height of the rectangle and a variable to record how
      far the top-left corner of the rectangle is inset from the edges of the applet. The while loop ends when the
      rectangle shrinks to nothing. In general outline, the algorithm for drawing the applet is
                 Set the drawing color to red (using the g.setColor subroutine)
                 Fill in the entire applet (using the g.fillRect subroutine)
                 Set the drawing color to black
                 Set the top-left corner inset to be 0
                 Set the rectangle width and height to be as big as the applet
                 while the width and height are greater than zero:
                     draw a rectangle (using the g.drawRect subroutine)
                     increase the inset
                     decrease the width and the height

      In my applet, each rectangle is 15 pixels away from the rectangle that surrounds it, so the inset is
      increased by 15 each time through the while loop. The rectangle shrinks by 15 pixels on the left and by
      15 pixels on the right, so the width of the rectangle shrinks by 30 each time through the loop. The height
      also shrinks by 30 pixels each time through the loop.

      It is not hard to code this algorithm into Java and use it to define the paint() method of an applet. I've
      assumed that the applet has a height of 160 pixels and a width of 300 pixels. The size is actually set in the
      source code of the Web page where the applet appears. In order for an applet to appear on a page, the
      source code for the page must include a command that specifies which applet to run and how big it should
      be. (The commands that can be used on a Web page are discussed in Section 6.2.) It's not a great idea to
      assume that we know how big the applet is going to be. On the other hand, it's also not a great idea to write
      an applet that does nothing but draw a static picture. I'll address both these issues before the end of this
      section. But for now, here is the source code for the applet:
            import java.awt.*;
            import java.applet.Applet;

            public class StaticRects extends Applet {

                 public void paint(Graphics g) {

                            // Draw a set of nested black rectangles on a red background.
                            // Each nested rectangle is separated by 15 pixels on
                            // all sides from the rectangle that encloses it.



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                      int inset;               // Gap between borders of applet
                                               //        and one of the rectangles.

                      int rectWidth, rectHeight;                          // The size of one of the rectangles.

                      g.setColor(Color.red);
                      g.fillRect(0,0,300,160);                      // Fill the entire applet with red.

                      g.setColor(Color.black);                      // Draw the rectangles in black.

                      inset = 0;

                      rectWidth = 299;                    // Set size of first rect to size of applet.
                      rectHeight = 159;

                      while (rectWidth >= 0 && rectHeight >= 0) {
                         g.drawRect(inset, inset, rectWidth, rectHeight);
                         inset += 15;       // Rects are 15 pixels apart.
                         rectWidth -= 30;   // Width decreases by 15 pixels
                                            //             on left and 15 on right.
                         rectHeight -= 30; // Height decreases by 15 pixels
                                            //             on top and 15 on bottom.
                      }

                 }    // end paint()

            }    // end class StaticRects

      (You might wonder why the initial rectWidth is set to 299, instead of to 300, since the width of the
      applet is 300 pixels. It's because rectangles are drawn as if with a pen whose nib hangs below and to the
      right of the point where the pen is placed. If you run the pen exactly along the right edge of the applet, the
      line it draws is actually outside the applet and therefore is not seen. So instead, we run the pen along a line
      one pixel to the left of the edge of the applet. The same reasoning applies to rectHeight. Careful
      graphics programming demands attention to details like these.)


      When you write an applet, you get to build on the work of the people who wrote the Applet class. The
      Applet class provides a framework on which you can hang your own work. Any programmer can create
      additional frameworks that can be used by other programmers as a basis for writing specific types of applets
      or stand-alone programs. One example is the applets in previous sections that simulate text-based programs.
      All these applets are based on a class called ConsoleApplet, which itself is based on the standard
      Applet class. You can write your own console applet by filling in this simple framework (which leaves
      out just a couple of bells and whistles):
                        public class name-of-applet extends ConsoleApplet {

                               public void program() {
                                  statements
                               }

                        }

      The statements in the program() subroutine are executed when the user of the applet clicks the applet's
      "Run Program" button. This "program" can't use TextIO or System.out to do input and output.
      However, the ConsoleApplet framework provides an object named console for doing text
      input/output. This object contains exactly the same set of subroutines as the TextIO class. For example,



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      where you would say TextIO.putln("Hello World") in a stand-alone program, you could say
      console.putln("Hello World") in a console applet. The console object just displays the output
      on the applet instead of on standard output. Similarly, you can substitute x = console.getInt() for x
      = TextIO.getInt(), and so on. As a simple example, here's a console applet that gets two numbers
      from the user and prints their product:
                            public class PrintProduct extends ConsoleApplet {

                                 public void program() {

                                      double x,y;              // Numbers input by the user.
                                      double prod;             // The product, x*y.

                                      console.put("What is your first number? ");
                                      x = console.getlnDouble();
                                      console.put("What is your second number? ");
                                      y = console.getlnDouble();

                                      prod = x * y;
                                      console.putln();
                                      console.put("The product is ");
                                      console.putln(prod);

                                 } // end program()

                            } // end class PrintProduct
      And here's what this applet looks like on a Web page:

                                                      Sorry, your browser doesn't
                                                             support Java.

      Now, any console-style applet that you write depends on the ConsoleApplet class, which is not a
      standard part of Java. This means that the compiled class file, ConsoleApplet.class must be
      available to your applet when it is run. As a matter of fact, ConsoleApplet uses two other non-standard
      classes, ConsolePanel and ConsoleCanvas, so the compiled class files ConsolePanel.class
      and ConsoleCanvas.class must also be available to your applet. This just means that all four class
      files -- your own class and the three classes it depends on -- must be in the same directory with the source
      code for the Web page on which your applet appears.


      I've written another framework that makes it possible to write applets that display simple animations. An
      example is given by the applet at the bottom of this page, which is an animated version of the nested
      squares applet from earlier in this section.

      A computer animation is really just a sequence of still images. The computer displays the images one after
      the other. Each image differs a bit from the preceding image in the sequence. If the differences are not too
      big and if the sequence is displayed quickly enough, the eye is tricked into perceiving continuous motion.

      In the example, rectangles shrink continually towards the center of the applet, while new rectangles appear
      at the edge. The perpetual motion is, of course, an illusion. If you think about it, you'll see that the applet
      loops through the same set of images over and over. In each image, there is a gap between the borders of
      the applet and the outermost rectangle. This gap gets wider and wider until a new rectangle appears at the
      border. Only it's not a new rectangle. What has really happened is that the applet has started over again with
      the first image in the sequence.

      The problem of creating an animation is really just the problem of drawing each of the still images that


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      make up the animation. Each still image is called a frame. In my framework for animation, which is based
      on a non-standard class called SimpleAnimationApplet, all you have to do is fill in the code that says
      how to draw one frame. The basic format is as follows:
                     import java.awt.*;

                     public class name-of-class extends SimpleAnimationApplet {

                          public void drawFrame(Graphics g) {
                              statements // to draw one frame of the animation
                          }

                     }

      The "import java.awt.*;" is required to get access to graphics-related classes such as Graphics
      and Color. You get to fill in any name you want for the class, and you get to fill in the statements inside
      the subroutine. The drawFrame() subroutine will be called by the system each time a frame needs to be
      drawn. All you have to do is say what happens when this subroutine is called. Of course, you have to draw a
      different picture for each frame, and to do that you need to know which frame you are drawing. The
      SimpleAnimationApplet provides a function named getFrameNumber() that you can call to find
      out which frame to draw. This function returns an integer value that represents the frame number. If the
      value returned is 0, you are supposed to draw the first frame; if the value is 1, you are supposed to draw the
      second frame, and so on.

      In the sample applet, the thing that differs from one frame to another is the distance between the edges of
      the applet and the outermost rectangle. Since the rectangles are 15 pixels apart, this distance increases from
      0 to 14 and then jumps back to 0 when a "new" rectangle appears. The appropriate value can be computed
      very simply from the frame number, with the statement "inset = getFrameNumber() % 15;". The
      value of the expression getFrameNumber() % 15 is between 0 and 14. When the frame number
      reaches 15, the value of getFrameNumber() % 15 jumps back to 0.
      Drawing one frame in the sample animated applet is very similar to drawing the single image of the
      StaticRects applet, as given above. The paint() method in the StaticRects applet becomes,
      with only minor modification, the drawFrame() method of my MovingRects animation applet. I've
      chosen to make one improvement: The StaticRects applet assumes that the applet is 300 by 160 pixels.
      The MovingRects applet will work for any applet size. To implement this, the drawFrame routine has
      to know how big the applet is. My animation framework provides two functions that can be called to get
      this information. The function getWidth() returns an integer value representing the width of the applet,
      and the function getHeight() returns the height. The width and height, together with the frame number,
      are used to compute the size of the first rectangle that is drawn. Here is the complete source code:

            import java.awt.*;

            public class MovingRects extends SimpleAnimationApplet {

               public void drawFrame(Graphics g) {

                            //   Draw one frame in the animation by filling in the background
                            //   with a solid red and then drawing a set of nested black
                            //   rectangles. The frame number tells how much the first
                            //   rectangle is to be inset from the borders of the applet.

                         int width;            // Width of the applet, in pixels.
                         int height;           // Height of the applet, in pixels.

                         int inset;            // Gap between borders of applet and a rectangle.


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                                               //         The inset for the outermost rectangle goes
                                               //         from 0 to 14 then back to 0, and so on,
                                               //         as the frameNumber varies.

                      int rectWidth, rectHeight;                          // The size of one of the rectangles.

                      width = getWidth();                          // Find out the size of the drawing area.
                      height = getHeight();

                      g.setColor(Color.red);                                 // Fill the frame with red.
                      g.fillRect(0,0,width,height);

                      g.setColor(Color.black);                                   // Switch color to black.

                      inset = getFrameNumber() % 15;                             // Get the inset for the
                                                                                 //             outermost rect.

                      rectWidth = width - 2*inset - 1;   // Set size of outermost rect.
                      rectHeight = height - 2*inset - 1;

                      while (rectWidth >= 0 && rectHeight >= 0) {
                         g.drawRect(inset,inset,rectWidth,rectHeight);
                         inset += 15;       // Rects are 15 pixels apart.
                         rectWidth -= 30;   // Width decreases by 15 pixels
                                            //                 on left and 15 on right.
                         rectHeight -= 30; // Height decreases by 15 pixels
                                            //                 on top and 15 on bottom.
                      }

                 }    // end drawFrame()

            }    // end class MovingRects


      The point here is that by building on an existing framework, you can do interesting things using the type of
      local, inside-a-subroutine programming that was covered in Chapters 2 and 3. As you learn more about
      programming and more about Java, you'll be able to do more on your own -- but no matter how much you
      learn, you'll always be dependent on other people's work to some extent.


                                                             End of Chapter 3


                                       [ Next Chapter | Previous Section | Chapter Index | Main Index ]




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Java Programing: Chapter 3 Exercises

      Programming Exercises
      For Chapter 3



      THIS PAGE CONTAINS programming exercises based on material from Chapter 3 of this on-line Java
      textbook. Each exercise has a link to a discussion of one possible solution of that exercise.


      Exercise 3.1: How many times do you have to roll a pair of dice before they come up snake eyes? You
      could do the experiment by rolling the dice by hand. Write a computer program that simulates the
      experiment. The program should report the number of rolls that it makes before the dice come up snake
      eyes. (Note: "Snake eyes" means that both dice show a value of 1.) Exercise 2.2 explained how to simulate
      rolling a pair of dice.

      See the solution!


      Exercise 3.2: Which integer between 1 and 10000 has the largest number of divisors, and how many
      divisors does it have? Write a program to find the answers and print out the results. It is possible that
      several integers in this range have the same, maximum number of divisors. Your program only has to print
      out one of them. One of the examples from Section 3.4 discussed divisors. The source code for that
      example is CountDivisors.java.

      You might need some hints about how to find a maximum value. The basic idea is to go through all the
      integers, keeping track of the largest number of divisors that you've seen so far. Also, keep track of the
      integer that had that number of divisors.

      See the solution!


      Exercise 3.3: Write a program that will evaluate simple expressions such as 17 + 3 and 3.14159 * 4.7. The
      expressions are to be typed in by the user. The input always consist of a number, followed by an operator,
      followed by another number. The operators that are allowed are +, -, *, and /. You can read the numbers
      with TextIO.getDouble() and the operator with TextIO.getChar(). Your program should read
      an expression, print its value, read another expression, print its value, and so on. The program should end
      when the user enters 0 as the first number on the line.

      See the solution!


      Exercise 3.4: Write a program that reads one line of input text and breaks it up into words. The words
      should be output one per line. A word is defined to be a sequence of letters. Any characters in the input that
      are not letters should be discarded. For example, if the user inputs the line
                        He said, "That's not a good idea."
      then the output of the program should be
                        He
                        said
                        that
                        s
                        not
                        a


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                        good
                        idea
      (An improved version of the program would list "that's" as a word. An apostrophe can be considered to be
      part of a word if there is a letter on each side of the apostrophe. But that's not part of the assignment.)

      To test whether a character is a letter, you might use (ch >= 'a' && ch <= 'z') || (ch >=
      'A' && ch <= 'Z'). However, this only works in English and similar languages. A better choice is to
      call the standard function Character.isLetter(ch), which returns a boolean value of true if ch is
      a letter and false if it is not. This works for any Unicode character. For example, it counts an accented e,
      é, as a letter.

      See the solution!


      Exercise 3.5: Write an applet that draws a checkerboard. Assume that the size of the applet is 160 by 160
      pixels. Each square in the checkerboard is 20 by 20 pixels. The checkerboard contains 8 rows of squares
      and 8 columns. The squares are red and black. Here is a tricky way to determine whether a given square is
      red or black: If the row number and the column number are either both even or both odd, then the square is
      red. Otherwise, it is black. Note that a square is just a rectangle in which the height is equal to the width, so
      you can use the subroutine g.fillRect() to draw the squares. Here is an image of the checkerboard:




      (To run an applet, you need a Web page to display it. A very simple page will do. Assume that your applet
      class is called Checkerboard, so that when you compile it you get a class file named
      Checkerboard.class Make a file that contains only the lines:
                          <applet code="Checkerboard.class" width=160 height=160>
                          </applet>

      Call this file Checkerboard.html. This is the source code for a simple Web page that shows nothing
      but your applet. You can open the file in a Web browser or with Sun's appletviewer program. The compiled
      class file, Checkerboard.class, must be in the same directory with the Web-page file,
      Checkerboard.html.)

      See the solution!


      Exercise 3.6: Write an animation applet that shows a checkerboard pattern in which the even numbered
      rows slide to the left while the odd numbered rows slide to the right. You can assume that the applet is 160
      by 160 pixels. Each row should be offset from its usual position by the amount getFrameNumber() %
      40. Hints: Anything you draw outside the boundaries of the applet will be invisible, so you can draw more
      than 8 squares in a row. You can use negative values of x in g.fillRect(x,y,w,h). Here is a working
      solution to this exercise:


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      Your applet will extend the non-standard class, SimpleAnimationApplet, which was introduced in
      Section 7. When you run your applet, the compiled class file, SimpleAnimationApplet.class,
      must be in the same directory as your Web-page source file and the compiled class file for your own class.
      Assuming that the name of your class is SlidingCheckerboard, then the source file for the Web page
      should contain the lines:
                          <applet code="SlidingCheckerboard.class" width=160 height=160>
                          </applet>


      See the solution!


                                                       [ Chapter Index | Main Index ]




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Java Programing: Chapter 3 Quiz

      Quiz Questions
      For Chapter 3



      THIS PAGE CONTAINS A SAMPLE quiz on material from Chapter 3 of this on-line Java textbook. You
      should be able to answer these questions after studying that chapter. Sample answers to all the quiz
      questions can be found here.


      Question 1: Explain briefly what is meant by "pseudocode" and how is it useful in the development of
      algorithms.

      Question 2: What is a block statement? How are block statements used in Java programs.

      Question 3: What is the main difference between a while loop and a do..while loop?

      Question 4: What does it mean to prime a loop?

      Question 5: Explain what is meant by an animation and how a computer displays an animation.

      Question 6: Write a for loop that will print out all the multiples of 3 from 3 to 36, that is: 3 6 9 12 15 18
      21 24 27 30 33 36.

      Question 7: Fill in the following main() routine so that it will ask the user to enter an integer, read the
      user's response, and tell the user whether the number entered is even or odd. (You can use
      TextIO.getInt() to read the integer. Recall that an integer n is even if n % 2 == 0.)
                                   public static void main(String[] args) {

                                                 // Fill in the body of this subroutine!

                                   }


      Question 8: Show the exact output that would be produced by the following main() routine:
                      public static void main(String[] args) {
                          int N;
                          N = 1;
                          while (N <= 32) {
                             N = 2 * N;
                             System.out.println(N);
                          }
                      }


      Question 9: Show the exact output produced by the following main() routine:
                               public static void main(String[] args) {
                                  int x,y;
                                  x = 5;
                                  y = 1;
                                  while (x > 0) {
                                     x = x - 1;
                                     y = y * x;
                                     System.out.println(y);


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                                     }
                               }


      Question 10: What output is produced by the following program segment? Why? (Recall that
      name.charAt(i) is the i-th character in the string, name.)
                      String name;
                      int i;
                      boolean startWord;

                      name = "Richard M. Nixon";
                      startword = true;
                      for (i = 0; i < name.length(); i++) {
                         if (startWord)
                            System.out.println(name.charAt(i));
                         if (name.charAt(i) == ' ')
                            startWord = true;
                         else
                            startWord = false;
                      }

                                                  [ Answers | Chapter Index | Main Index ]




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Java Programing: Chapter 4 Index

                                                             Chapter 4

                                    Programming in the Large I
                                          Subroutines


      ONE WAY TO BREAK UP A COMPLEX PROGRAM into manageable pieces is to use subroutines. A
      subroutine consists of the instructions for carrying out a certain task, grouped together and given a name.
      Elsewhere in the program, that name can be used as a stand-in for the whole set of instructions. As a
      computer executes a program, whenever it encounters a subroutine name, it executes all the instructions
      necessary to carry out the task associated with that subroutine.

      Subroutines can be used over and over, at different places in the program. A subroutine can even be used
      inside another subroutine. This allows you to write simple subroutines and then use them to help write more
      complex subroutines, which can then be used in turn in other subroutines. In this way, very complex
      programs can be built up step-by-step, where each step in the construction is reasonably simple.

      As mentioned in Section 3.7, subroutines in Java can be either static or non-static. This chapter covers static
      subroutines only. Non-static subroutines, which are used in true object-oriented programming, will be
      covered in the next chapter.


      Contents of Chapter 4:
            ●   Section 1: Black Boxes
            ●   Section 2: Static Subroutines and Static Variables
            ●   Section 3: Parameters
            ●   Section 4: Return Values
            ●   Section 5: Toolboxes, API's, and Packages
            ●   Section 6: More on Program Design
            ●   Section 7: The Truth about Declarations
            ●   Programming Exercises
            ●   Quiz on this Chapter


                                      [ First Section | Next Chapter | Previous Chapter | Main Index ]




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Java Programing: Section 4.1

      Section 4.1
      Black Boxes



      A SUBROUTINE CONSISTS OF INSTRUCTIONS for performing some task, chunked together and
      given a name. "Chunking" allows you to deal with a potentially very complicated task as a single concept.
      Instead of worrying about the many, many steps that the computer might have to go though to perform that
      task, you just need to remember the name of the subroutine. Whenever you want your program to perform
      the task, you just call the subroutine. Subroutines are a major tool for dealing with complexity.

      A subroutine is sometimes said to be a "black box" because you can't see what's "inside" it (or, to be more
      precise, you usually don't want to see inside it, because then you would have to deal with all the complexity
      that the subroutine is meant to hide). Of course, a black box that has no way of interacting with the rest of
      the world would be pretty useless. A black box needs some kind of interface with the rest of the world,
      which allows some interaction between what's inside the box and what's outside. A physical black box
      might have buttons on the outside that you can push, dials that you can set, and slots that can be used for
      passing information back and forth. Since we are trying to hide complexity, not create it, we have the first
      rule of black boxes:

               The interface of a black box should be fairly straightforward, well-defined, and easy to
               understand.
      Are there any examples of black boxes in the real world? Yes; in fact, you are surrounded by them. Your
      television, your car, your VCR, your refrigerator... You can turn your television on and off, change
      channels, and set the volume by using elements of the television's interface -- dials, remote control, don't
      forget to plug in the power -- without understand anything about how the thing actually works. The same
      goes for a VCR, although if stories about how hard people find it to set the time on a VCR are true, maybe
      the VCR violates the simple interface rule.

      Now, a black box does have an inside -- the code in a subroutine that actually performs the task, all the
      electronics inside your television set. The inside of a black box is called its implementation. The second
      rule of black boxes is that

               To use a black box, you shouldn't need to know anything about its implementation; all
               you need to know is its interface.

      In fact, it should be possible to change the implementation, as long as the behavior of the box, as seen from
      the outside, remains unchanged. For example, when the insides of TV sets went from using vacuum tubes to
      using transistors, the users of the sets didn't even need to know about it -- or even know what it means.
      Similarly, it should be possible to rewrite the inside of a subroutine, to use more efficient code, for example,
      without affecting the programs that use that subroutine.

      Of course, to have a black box, someone must have designed and built the implementation in the first place.
      The black box idea works to the advantage of the implementor as well as of the user of the black box. After
      all, the black box might be used in an unlimited number of different situations. The implementor of the
      black box doesn't need to know about any of that. The implementor just needs to make sure that the box
      performs its assigned task and interfaces correctly with the rest of the world. This is the third rule of black
      boxes:

               The implementor of a black box should not need to know anything about the larger
               systems in which the box will be used.
      In a way, a black box divides the world into two parts: the inside (implementation) and the outside. The
      interface is at the boundary, connecting those two parts.



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Java Programing: Section 4.1


      By the way, you should not think of an interface as just the physical connection between the box and the
      rest of the world. The interface also includes a specification of what the box does and how it can be
      controlled by using the elements of the physical interface. It's not enough to say that a TV set has a power
      switch; you need to specify that the power switch is used to turn the TV on and off!

      To put this in computer science terms, the interface of a subroutine has a semantic as well as a syntactic
      component. The syntactic part of the interface tells you just what you have to type in order to call the
      subroutine. The semantic component specifies exactly what task the subroutine will accomplish. To write a
      legal program, you need to know the syntactic specification of the subroutine. To understand the purpose of
      the subroutine and to use it effectively, you need to know the subroutine's semantic specification. I will
      refer to both parts of the interface -- syntactic and semantic -- collectively as the contract of the subroutine.

      The contract of a subroutine says, essentially, "Here is what you have to do to use me, and here is what I
      will do for you, guaranteed." When you write a subroutine, the comments that you write for the subroutine
      should make the contract very clear. (I should admit that in practice, subroutines' contracts are often
      inadequately specified, much to the regret and annoyance of the programmers who have to use them.)

      For the rest of this chapter, I turn from general ideas about black boxes and subroutines in general to the
      specifics of writing and using subroutines in Java. But keep the general ideas and principles in mind. They
      are the reasons that subroutines exist in the first place, and they are your guidelines for using them. This
      should be especially clear in Section 6, where I will discuss subroutines as a tool in program development.


      You should keep in mind that subroutines are not the only example of black boxes in programming. For
      example, a class is also a black box. We'll see that a class can have a "public" part, representing its
      interface, and a "private" part that is entirely inside its hidden implementation. All the principles of black
      boxes apply to classes as well as to subroutines.


                                       [ Next Section | Previous Chapter | Chapter Index | Main Index ]




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Java Programing: Section 4.2

      Section 4.2
      Static Subroutines and Static Variables



      EVERY SUBROUTINE IN JAVA MUST BE DEFINED inside some class. This makes Java rather
      unusual among programming languages, since most languages allow free-floating, independent subroutines.
      One purpose of a class is to group together related subroutines and variables. Perhaps the designers of Java
      felt that everything must be related to something. As a less philosophical motivation, Java's designers wanted
      to place firm controls on the ways things are named, since a Java program potentially has access to a huge
      number of subroutines scattered all over the Internet. The fact that those subroutines are grouped into named
      classes (and classes are grouped into named "packages") helps control the confusion that might result from
      so many different names.
      A subroutine that is a member of a class is often called a method, and "method" is the term that most people
      prefer for subroutines in Java. I will start using the term "method" occasionally; however, I will continue to
      prefer the term "subroutine" for static subroutines. I will use the term "method" most often to refer to
      non-static subroutines, which belong to objects rather than to classes. This chapter will deal with static
      subroutines almost exclusively. We'll turn to non-static methods and object-oriented programming in the
      next chapter.


      A subroutine definition in Java takes the form:
                 modifiers return-type                     subroutine-name            ( parameter-list ) {
                     statements
                 }
      It will take us a while -- most of the chapter -- to get through what all this means in detail. Of course, you've
      already seen examples of subroutines in previous chapters, such as the main() routine of a program and the
      paint() routine of an applet. So you are familiar with the general format.
      The statements between the braces, { and }, make up the body of the subroutine. These statements are the
      inside, or implementation part, of the "black box", as discussed in the previous section. They are the
      instructions that the computer executes when the method is called. Subroutines can contain any of the
      statements discussed in Chapter 2 and Chapter 3.

      The modifiers that can occur at the beginning of a subroutine definition are words that set certain
      characteristics of the method, such as whether it is static or not. The modifiers that you've seen so far are
      "static" and "public". There are only about a half-dozen possible modifiers altogether.

      If the subroutine is a function, whose job is to compute some value, then the return-type is used to specify
      the type of value that is returned by the function. We'll be looking at functions and return types in some
      detail in Section 4. If the subroutine is not a function, then the return-type is replaced by the special value
      void, which indicates that no value is returned. The term "void" is meant to indicate that the return value is
      empty or non-existent.

      Finally, we come to the parameter-list of the method. Parameters are part of the interface of a subroutine.
      They represent information that is passed into the subroutine from outside, to be used by the subroutine's
      internal computations. For a concrete example, imagine a class named Television that includes a method
      named changeChannel(). The immediate question is: What channel should it change to? A parameter
      can be used to answer this question. Since the channel number is an integer, the type of the parameter would
      be int, and the declaration of the changeChannel() method might look like

                               public void changeChannel(int channelNum) {...}



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Java Programing: Section 4.2

      This declaration specifies that changeChannel() has a parameter named channelNum of type int.
      However, channelNum does not yet have any particular value. A value for channelNum is provided
      when the subroutine is called; for example: changeChannel(17);
      The parameter list in a subroutine can be empty, or it can consist of one or more parameter declarations of
      the form type parameter-name. If there are several declarations, they are separated by commas. Note that
      each declaration can name only one parameter. For example, if you want two parameters of type double,
      you have to say "double x, double y", rather than "double x, y".
      Parameters are covered in more detail in the next section.

      Here are a few examples of subroutine definitions, leaving out the statements that define what the
      subroutines do:

                   public static void playGame() {
                       // "public" and "static" are modifiers; "void" is the
                       // return-type; "playGame" is the subroutine-name;
                       // the parameter-list is empty
                       . . . // statements that define what playGame does go here
                   }

                   int getNextN(int N) {
                       // there are no modifiers; "int" in the return-type
                       // "getNextN" is the subroutine-name; the parameter-list
                       // includes one parameter whose name is "N" and whose
                       // type is "int"
                       . . . // statements that define what getNextN does go here
                   }

                   static boolean lessThan(double x, double y) {
                       // "static" is a modifier; "boolean" is the
                       // return-type; "lessThan" is the subroutine-name; the
                       // parameter-list includes two parameters whose names are
                       // "x" and "y", and the type of each of these parameters
                       // is "double"
                       . . . // statements that define what lessThan does go here
                   }
      In the second example given here, getNextN, is a non-static method, since its definition does not include
      the modifier "static" -- and so it's not an example that we should be looking at in this chapter! The other
      modifier shown in the examples is "public". This modifier indicates that the method can be called from
      anywhere in a program, even from outside the class where the method is defined. There is another modifier,
      "private", which indicates that the method can be called only from inside the same class. The modifiers
      public and private are called access specifiers. If no access specifier is given for a method, then by
      default, that method can be called from anywhere in the "package" that contains the class, but not from
      outside that package. (Packages were mentioned in Section 3.7, and you'll learn more about packages in this
      chapter, in Section 5.) There is one other access modifier, protected, which will only become relevant
      when we turn to object-oriented programming in Chapter 5.

      Note, by the way, that the main() routine of a program follows the usual syntax rules for a subroutine. In
                    public static void main(String[] args) { .... }
      the modifiers are public and static, the return type is void, the subroutine name is main, and the
      parameter list is "String[] args". The only question might be about "String[]", which has to be a
      type if it is to match the format of a parameter list. In fact, String[] represents a so-called "array type", so


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Java Programing: Section 4.2

      the syntax is valid. We will cover arrays in Chapter 8. (The parameter, args, represents information
      provided to the program when the main() routine is called by the system. In case you know the term, the
      information consists of any "command-line arguments" specified in the command that the user typed to run
      the program.)
      You've already had some experience with filling in the statements of a subroutine. In this chapter, you'll
      learn all about writing your own complete subroutine definitions, including the interface part.


      When you define a subroutine, all you are doing is telling the computer that the subroutine exists and what it
      does. The subroutine doesn't actually get executed until it is called. (This is true even for the main()
      routine in a class -- even though you don't call it, it is called by the system when the system runs your
      program.) For example, the playGame() method defined above could be called using the following
      subroutine call statement:

                                                             playGame();
      This statement could occur anywhere in the same class that includes the definition of playGame(),
      whether in a main() method or in some other subroutine. Since playGame() is a public method, it can
      also be called from other classes, but in that case, you have to tell the computer which class it comes from.
      Let's say, for example, that playGame() is defined in a class named Poker. Then to call playGame()
      from outside the Poker class, you would have to say

                                                       Poker.playGame();
      The use of the class name here tells the computer which class to look in to find the method. It also lets you
      distinguish between Poker.playGame() and other potential playGame() methods defined in other
      classes, such as Roulette.playGame() or Blackjack.playGame().
      More generally, a subroutine call statement takes the form

                                                   subroutine-name(parameters);
      if the subroutine that is being called is in the same class, or

                                            class-name.subroutine-name(parameters);
      if the subroutine is a static subroutine defined elsewhere, in a different class. (Non-static methods belong to
      objects rather than classes, and they are called using object names instead of class names. More on that later.)
      Note that the parameter list can be empty, as in the playGame() example, but the parentheses must be
      there even if there is nothing between them.


      It's time to give an example of what a complete program looks like, when it includes other subroutines in
      addition to the main() routine. Let's write a program that plays a guessing game with the user. The
      computer will choose a random number between 1 and 100, and the user will try to guess it. The computer
      tells the user whether the guess is high or low or correct. If the user gets the number after six guesses or
      fewer, the user wins the game. After each game, the user has the option of continuing with another game.
      Since playing one game can be thought of as a single, coherent task, it makes sense to write a subroutine that
      will play one guessing game with the user. The main() routine will use a loop to call the playGame()
      subroutine over and over, as many times as the user wants to play. We approach the problem of designing the
      playGame() subroutine the same way we write a main() routine: Start with an outline of the algorithm
      and apply stepwise refinement. Here is a short pseudocode algorithm for a guessing game program:
                 Pick a random number
                 while the game is not over:
                     Get the user's guess


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                        Tell the user whether the guess is high, low, or correct.
      The test for whether the game is over is complicated, since the game ends if either the user makes a correct
      guess or the number of guesses is six. As in many cases, the easiest thing to do is to use a "while
      (true)" loop and use break to end the loop whenever we find a reason to do so. Also, if we are going to
      end the game after six guesses, we'll have to keep track of the number of guesses that the user has made.
      Filling out the algorithm gives:
                   Let computersNumber be a random number between 1 and 100
                   Let guessCount = 0
                   while (true):
                       Get the user's guess
                       Count the guess by adding 1 to guess count
                       if the user's guess equals computersNumber:
                           Tell the user he won
                           break out of the loop
                       if the number of guesses is 6:
                           Tell the user he lost
                           break out of the loop
                       if the user's guess is less than computersNumber:
                           Tell the user the guess was low
                       else if the user's guess is higher than computersNumber:
                           Tell the user the guess was high
      With variable declarations added and translated into Java, this becomes the definition of the playGame()
      routine. A random integer between 1 and 100 can be computed as (int)(100 * Math.random()) +
      1. I've cleaned up the interaction with the user to make it flow better.

                 static void playGame() {
                     int computersNumber; // A random number picked by the computer.
                     int usersGuess;       // A number entered by user as a guess.
                     int guessCount;       // Number of guesses the user has made.
                     computersNumber = (int)(100 * Math.random()) + 1;
                              // The value assigned to computersNumber is a randomly
                              //     chosen integer between 1 and 100, inclusive.
                     guessCount = 0;
                     TextIO.putln();
                     TextIO.put("What is your first guess? ");
                     while (true) {
                        usersGuess = TextIO.getInt(); // get the user's guess
                        guessCount++;
                        if (usersGuess == computersNumber) {
                           TextIO.putln("You got it in " + guessCount
                                    + " guesses! My number was " + computersNumber);
                           break; // the game is over; the user has won
                        }
                        if (guessCount == 6) {
                           TextIO.putln("You didn't get the number in 6 guesses.");
                           TextIO.putln("You lose. My number was " + computersNumber);
                           break; // the game is over; the user has lost
                        }
                        // If we get to this point, the game continues.
                        // Tell the user if the guess was too high or too low.
                        if (usersGuess < computersNumber)
                           TextIO.put("That's too low. Try again: ");
                        else if (usersGuess > computersNumber)
                           TextIO.put("That's too high. Try again: ");


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Java Programing: Section 4.2

                     }
                     TextIO.putln();
                 } // end of playGame()
      Now, where exactly should you put this? It should be part of the same class as the main() routine, but not
      inside the main routine. It is not legal to have one subroutine physically nested inside another. The main()
      routine will call playGame(), but not contain it physically. You can put the definition of playGame()
      either before or after the main() routine. Java is not very picky about having the members of a class in any
      particular order.
      It's pretty easy to write the main routine. You've done things like this before. Here's what the complete
      program looks like (except that a serious program needs more comments than I've included here).

               public class GuessingGame {

                    public static void main(String[] args) {
                       TextIO.putln("Let's play a game. I'll pick a number between");
                       TextIO.putln("1 and 100, and you try to guess it.");
                       boolean playAgain;
                       do {
                          playGame(); // call subroutine to play one game
                          TextIO.put("Would you like to play again? ");
                          playAgain = TextIO.getlnBoolean();
                       } while (playAgain);
                       TextIO.putln("Thanks for playing. Goodbye.");
                    } // end of main()

                    static void playGame() {
                        int computersNumber; // A random number picked by the computer.
                        int usersGuess;       // A number entered by user as a guess.
                        int guessCount;       // Number of guesses the user has made.
                        computersNumber = (int)(100 * Math.random()) + 1;
                                 // The value assigned to computersNumber is a randomly
                                 //     chosen integer between 1 and 100, inclusive.
                        guessCount = 0;
                        TextIO.putln();
                        TextIO.put("What is your first guess? ");
                        while (true) {
                           usersGuess = TextIO.getInt(); // get the user's guess
                           guessCount++;
                           if (usersGuess == computersNumber) {
                              TextIO.putln("You got it in " + guessCount
                                       + " guesses! My number was " + computersNumber);
                              break; // the game is over; the user has won
                           }
                           if (guessCount == 6) {
                              TextIO.putln("You didn't get the number in 6 guesses.");
                              TextIO.putln("You lose. My number was " + computersNumber);
                              break; // the game is over; the user has lost
                           }
                           // If we get to this point, the game continues.
                           // Tell the user if the guess was too high or too low.
                           if (usersGuess < computersNumber)
                              TextIO.put("That's too low. Try again: ");
                           else if (usersGuess > computersNumber)
                              TextIO.put("That's too high. Try again: ");


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Java Programing: Section 4.2

                        }
                        TextIO.putln();
                    } // end of playGame()

               } // end of class GuessingGame


      Take some time to read the program carefully and figure out how it works. And try to convince yourself that
      even in this relatively simple case, breaking up the program into two methods makes the program easier to
      understand and probably made it easier to write each piece.

      You can try out a simulation of this program here:
                                                      Sorry, your browser doesn't
                                                             support Java.



      A class can include other things besides subroutines. In particular, it can also include variable declarations.
      Of course, you can have variable declarations inside subroutines. Those are called local variables. However,
      you can also have variables that are not part of any subroutine. To distinguish such variables from local
      variables, we call them member variables, since they are members of a class.
      Just as with subroutines, member variables can be either static or non-static. In this chapter, we'll stick to
      static variables. A static member variable belongs to the class itself, and it exists as long as the class exists.
      Memory is allocated for the variable when the class is first loaded by the Java interpreter. Any assignment
      statement that assigns a value to the variable changes the content of that memory, no matter where that
      assignment statement is located in the program. Any time the variable is used in an expression, the value is
      fetched from that same memory, no matter where the expression is located in the program. This means that
      the value of a static member variable can be set in one subroutine and used in another subroutine. Static
      member variables are "shared" by all the static subroutines in the class. A local variable in a subroutine, on
      the other hand, exists only while that subroutine is being executed, and is completely inaccessible from
      outside that one subroutine.
      The declaration of a member variable looks just like the declaration of a local variable except for two things:
      The member variable is declared outside any subroutine (although it still has to be inside a class), and the
      declaration can be marked with modifiers such as static, public, and private. Since we are only
      working with static member variables for now, every declaration of a member variable in this chapter will
      include the modifier static. For example:
                                 static int numberOfPlayers;
                                 static String usersName;
                                 static double velocity, time;

      A static member variable that is not declared to be private can be accessed from outside the class where it
      is defined, as well as inside. When it is used in some other class, it must be referred to with a compound
      identifier of the form class-name.variable-name. For example, the System class contains the public static
      member variable named out, and you use this variable in your own classes by referring to System.out. If
      numberOfPlayers is a public static member variable in a class named Poker, subroutines in the Poker
      class would refer to it simply as numberOfPlayers. Subroutines in another class would refer to it as
      Poker.numberOfPlayers.

      As an example, let's add a static member variable to the GuessingGame class that we wrote earlier in this
      section. This variable will be used to keep track of how many games the user wins. We'll call the variable
      gamesWon and declare it with the statement "static int gamesWon;" In the playGame() routine,
      we add 1 to gamesWon if the user wins the game. At the end of the main() routine, we print out the value
      of gamesWon. It would be impossible to do the same thing with a local variable, since we need access to the
      same variable from both subroutines.


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Java Programing: Section 4.2


      When you declare a local variable in a subroutine, you have to assign a value to that variable before you can
      do anything with it. Member variables, on the other hand are automatically initialized with a default value.
      For numeric variables, the default value is zero. For boolean variables, the default is false. And for
      char variables, it's the unprintable character that has Unicode code number zero. (For objects, such as
      Strings, the default initial value is a special value called null, which we won't encounter officially until
      later.)

      Since it is of type int, the static member variable gamesWon automatically gets assigned an initial value of
      zero. This happens to be the correct initial value for a variable that is being used as a counter. You can, of
      course, assign a different value to the variable at the beginning of the main() routine if you are not satisfied
      with the default initial value.

      Here's a revised version of GuessingGame.java that includes the gamesWon variable. The changes
      from the above version are shown in red:

             public class GuessingGame2 {

                   static int gamesWon;                         // The number of games won by
                                                                //    the user.

                   public static void main(String[] args) {
                      gamesWon = 0; // This is actually redundant, since 0 is
                                      //                 the default initial value.
                      TextIO.putln("Let's play a game. I'll pick a number between");
                      TextIO.putln("1 and 100, and you try to guess it.");
                      boolean playAgain;
                      do {
                         playGame(); // call subroutine to play one game
                         TextIO.put("Would you like to play again? ");
                         playAgain = TextIO.getlnBoolean();
                      } while (playAgain);
                      TextIO.putln();
                      TextIO.putln("You won " + gamesWon + " games.");
                      TextIO.putln("Thanks for playing. Goodbye.");
                   } // end of main()

                   static void playGame() {
                       int computersNumber; // A random number picked by the computer.
                       int usersGuess;       // A number entered by user as a guess.
                       int guessCount;       // Number of guesses the user has made.
                       computersNumber = (int)(100 * Math.random()) + 1;
                                // The value assigned to computersNumber is a randomly
                                //     chosen integer between 1 and 100, inclusive.
                       guessCount = 0;
                       TextIO.putln();
                       TextIO.put("What is your first guess? ");
                       while (true) {
                          usersGuess = TextIO.getInt(); // get the user's guess
                          guessCount++;
                          if (usersGuess == computersNumber) {
                             TextIO.putln("You got it in " + guessCount
                                      + " guesses! My number was " + computersNumber);
                             gamesWon++; // Count this game by incrementing gamesWon.
                             break;        // the game is over; the user has won
                          }


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Java Programing: Section 4.2

                               if (guessCount == 6) {
                                  TextIO.putln("You didn't get the number in 6 guesses.");
                                  TextIO.putln("You lose. My number was " + computersNumber);
                                  break; // the game is over; the user has lost
                               }
                               // If we get to this point, the game continues.
                               // Tell the user if the guess was too high or too low.
                               if (usersGuess < computersNumber)
                                  TextIO.put("That's too low. Try again: ");
                               else if (usersGuess > computersNumber)
                                  TextIO.put("That's too high. Try again: ");
                       }
                       TextIO.putln();
                   } // end of playGame()

             } // end of class GuessingGame2



                                       [ Next Section | Previous Section | Chapter Index | Main Index ]




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Java Programing: Section 4.3

      Section 4.3
      Parameters



      IF A SUBROUTINE IS A BLACK BOX, then a parameter provides a mechanism for passing information
      from the outside world into the box. Parameters are part of the interface of a subroutine. They allow you to
      customize the behavior of a subroutine to adapt it to a particular situation.

      As an analogy, consider a thermostat -- a black box whose task it is to keep your house at a certain
      temperature. The thermostat has a parameter, namely the dial that is used to set the desired temperature. The
      thermostat always performs the same task: maintaining a constant temperature. However, the exact task that
      it performs -- that is, which temperature it maintains -- is customized by the setting on its dial.
      As an example, let's go back to the "3N+1" problem that was discussed in Section 3.2. (Recall that a 3N+1
      sequence is computed according to the rule, "if N is odd, multiply by 3 and add 1; if N is even, divide by 2;
      continue until N is equal to 1." For example, starting from N=3 we get the sequence: 3, 10, 5, 16, 8, 4, 2, 1.)
      Suppose that we want to write a subroutine to print out such sequences. The subroutine will always perform
      the same task: Print out a 3N+1 sequence. But the exact sequence it prints out depends on the starting value
      of N. So, the starting value of N would be a parameter to the subroutine. The subroutine could be written
      like this:

                      static void Print3NSequence(int startingValue) {

                                 //   Prints a 3N+1 sequence to standard output, using
                                 //   startingValue as the initial value of N. It also
                                 //   prints the number of terms in the sequence.
                                 //   The value of the parameter, startingValue, must
                                 //   be a positive integer.

                            int N;               // One of the terms in the sequence.
                            int count;           // The number of terms.

                            N = startingValue;                 // The first term is whatever value
                                                               //    is passed to the subroutine as
                                                               //    a parameter.

                            int count = 1; // We have one term, the starting value, so far.

                            TextIO.putln("The 3N+1 sequence starting from " + N);
                            TextIO.putln();
                            TextIO.putln(N); // print initial term of sequence

                            while (N > 1) {
                                if (N % 2 == 1)      // is N odd?
                                   N = 3 * N + 1;
                                else
                                   N = N / 2;
                                count++;    // count this term
                                TextIO.putln(N); // print this term
                            }

                            TextIO.putln();
                            TextIO.putln("There were " + count + " terms in the sequence.");


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                      }     // end of Print3NSequence()

      The parameter list of this subroutine, "(int startingValue)", specifies that the subroutine has one
      parameter, of type int. When the subroutine is called, a value must be provided for this parameter. This
      value is assigned to the parameter, startingValue, before the body of the subroutine is executed. For
      example, the subroutine could be called using the subroutine call statement
      "Print3NSequence(17);". When the computer executes this statement, the computer assigns the
      value 17 to startingValue and then executes the statements in the subroutine. This prints the 3N+1
      sequence starting from 17. If K is a variable of type int, then when the computer executes the subroutine
      call statement "Print3NSequence(K);", it will take the value of the variable K, assign that value to
      startingValue, and execute the body of the subroutine.

      The class that contains Print3NSequence can contain a main() routine (or other subroutines) that call
      Print3NSequence. For example, here is a main() program that prints out 3N+1 sequences for various
      starting values specified by the user:

                      public static void main(String[] args) {
                         TextIO.putln("This program will print out 3N+1 sequences");
                         TextIO.putln("for starting values that you specify.");
                         TextIO.putln();
                         int K; // Input from user; loop ends when K < 0.
                         do {
                            TextIO.putln("Enter a starting value;")
                            TextIO.put("To end the program, enter 0: ");
                            K = TextIO.getInt(); // get starting value from user
                            if (K > 0)    // print sequence, but only if K is > 0
                               Print3NSequence(K);
                         } while (K > 0);    // continue only if K > 0
                      } // end main()


      Note that the term "parameter" is used to refer to two different, but related, concepts. There are parameters
      that are used in the definitions of subroutines, such as startingValue in the above example. And there
      are parameters that are used in subroutine call statements, such as the K in the statement
      "Print3NSequence(K);". Parameters in a subroutine definition are called formal parameters or
      dummy parameters. The parameters that are passed to a subroutine when it is called are called actual
      parameters. When a subroutine is called, the actual parameters in the subroutine call statement are evaluated
      and the values are assigned to the formal parameters in the subroutine's definition. Then the body of the
      subroutine is executed.

      A formal parameter must be an identifier, that is, a name. A formal parameter is very much like a variable,
      and -- like a variable -- it has a specified type such as int, boolean, or String. An actual parameter is
      a value, and so it can be specified by any expression, provided that the expression computes a value of the
      correct type. (The type of the actual parameter must be one that could legally be assigned to the formal
      parameter with an assignment statement. For example, if the formal parameter is of type double, then it
      would be legal to pass an int as the actual parameter since ints can legally be assigned to doubles.)
      When you call a subroutine, you must provide one actual parameter for each formal parameter in the
      subroutine's definition. Consider, for example, a subroutine
                      static void doTask(int N, double x, boolean test) {
                          // statements to perform the task go here
                      }
      This subroutine might be called with the statement



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                                      doTask(17, Math.sqrt(z+1), z >= 10);
      When the computer executes this statement, it has essentially the same effect as the block of statements:
                 {
                     int N;        // Allocate memory locations for the formal parameters.
                     double x;
                     boolean test;
                     N = 17;               // Assign 17 to the first formal parameter, N.
                     x = Math.sqrt(z+1); // Compute Math.sqrt(z+1), and assign it to
                                           //    the second formal parameter, x.
                     test = (z >= 10);     // Evaluate "z >= 10" and assign the resulting
                                           //     true/false value to the third formal
                                           //     parameter, test.
                      // statements to perform the task go here
                 }
      (There are a few technical differences between this and "doTask(17,Math.sqrt(z+1),z>=10);" --
      besides the amount of typing -- because of questions about scope of variables and what happens when
      several variables or parameters have the same name.)

      Beginning programming students often find parameters to be surprisingly confusing. Calling a subroutine
      that already exists is not a problem -- the idea of providing information to the subroutine in a parameter is
      clear enough. Writing the subroutine definition is another matter. A common mistake is to assign values to
      the formal parameters in the subroutine, or to ask the user to input their values. This represents a
      fundamental misunderstanding. When the statements in the subroutine are executed, the formal parameters
      will already have values. The values come from the subroutine call statement. Remember that a subroutine
      is not independent. It is called by some other routine, and it is the calling routine's responsibility to provide
      appropriate values for the parameters.


      In order to call a subroutine legally, you need to know its name, you need to know how many formal
      parameters it has, and you need to know the type of each parameter. This information is called the
      subroutine's signature. We could write the signature of the subroutine doTask as:
      doTask(int,double,boolean). Note that the signature does not include the names of the parameters; in fact, if
      you just want to use the subroutine, you don't even need to know what the formal parameter names are, so
      the names are not part of the interface.

      Java is somewhat unusual in that it allows two different subroutines in the same class to have the same
      name, provided that their signatures are different. (The language C++ on which Java is based also has this
      feature.) We say that the name of the subroutine is overloaded because it has several different meanings.
      The computer doesn't get the subroutines mixed up. It can tell which one you want to call by the number
      and types of the actual parameters that you provide in the subroutine call statement. You have already seen
      overloading used in the TextIO class. This class includes many different methods named putln, for
      example. These methods all have different signatures, such as:
                 putln(int)                    putln(int,int)                     putln(double)
                 putln(String)                 putln(String,int)                  putln(char)
                 putln(boolean)                putln(boolean,int)                 putln()
      Of course all these different subroutines are semantically related, which is why it is acceptable
      programming style to use the same name for them all. But as far as the computer is concerned, printing out
      an int is very different from printing out a String, which is different from printing out a boolean, and
      so forth -- so that each of these operations requires a different method.

      Note, by the way, that the signature does not include the subroutine's return type. It is illegal to have two
      subroutines in the same class that have the same signature but that have different return types. For example,
      it would be a syntax error for a class to contain two methods defined as:


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Java Programing: Section 4.3

                     int    getln() { ... }
                     double getln() { ... }

      So it should be no surprise that in the TextIO class, the methods for reading different types are not all
      named getln(). In a given class, there can only be one routine that has the name getln and has no
      parameters. The input routines in TextIO are distinguished by having different names, such as
      getlnInt() and getlnDouble().


      Let's do a few examples of writing small subroutines to perform assigned tasks. Of course, this is only one
      side of programming with subroutines. The task performed by a subroutine is always a subtask in a larger
      program. The art of designing those programs -- of deciding how to break them up into subtasks -- is the
      other side of programming with subroutines. We'll return to the question of program design in Section 6.

      As a first example, let's write a subroutine to compute and print out all the divisors of a given positive
      integer. The integer will be a parameter to the subroutine.

      Remember that the format of any subroutine is
                 modifiers return-type                     subroutine-name            ( parameter-list ) {
                     statements
                 }
      Writing a subroutine always means filling out this format. The assignment tells us that there is one
      parameter, of type int, and it tells us what the statements in the body of the subroutine should do. Since
      we are only working with static subroutines for now, we'll need to use static as a modifier. We could
      add an access modifier (public or private), but in the absence of any instructions, I'll leave it out.
      Since we are not told to return a value, the return type is void. Since no names are specified, we'll have to
      make up names for the formal parameter and for the subroutine itself. I'll use N for the parameter and
      printDivisors for the subroutine name. The subroutine will look like
                        static void printDivisors( int N ) {
                            statements
                        }
      and all we have left to do is to write the statements that make up the body of the routine. This is not
      difficult. Just remember that you have to write the body assuming that N already has a value! The algorithm
      is: "For each possible divisor D in the range from 1 to N, if D evenly divides N, then print D." Written in
      Java, this becomes:
                        static void printDivisors( int N ) {
                                 // Print all the divisors of N.
                                 // We assume that N is a positive integer.
                            int D;    // One of the possible divisors of N.
                            System.out.println("The divisors of " + N + " are:");
                            for ( D = 1; D <= N; D++ ) {
                               if ( N % D == 0 )
                                   System.out.println(D);
                            }
                        }
      I've added comments indicating the contract of the subroutine -- that is, what it does and what assumptions
      it makes. The contract includes the assumption that N is a positive integer. It is up to the caller of the
      subroutine to make sure that this assumption is satisfied.

      As a second short example, consider the assignment: Write a subroutine named printRow. It should have
      a parameter ch of type char and a parameter N of type int. The subroutine should print out a line of text
      containing N copies of the character ch.


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Java Programing: Section 4.3

      Here, we are told the name of the subroutine and the names of the two parameters, so we don't have much
      choice about the first line of the subroutine definition. The task in this case is pretty simple, so the body of
      the subroutine is easy to write. The complete subroutine is given by
                     static void printRow( char ch, int N ) {
                             // Write one line of output containing N copies of the
                             // character ch. If N <= 0, an empty line is output.
                         int i; // Loop-control variable for counting off the copies.
                         for ( i = 1; i <= N; i++ ) {
                             System.out.print( ch );
                         }
                         System.out.println();
                     }

      Note that in this case, the contract makes no assumption about N, but it makes it clear what will happen in
      all cases, including the unexpected case that N < 0.
      Finally, let's do an example that shows how one subroutine can build on another. Let's write a subroutine
      that takes a String as a parameter. For each character in the string, it will print a line of output containing
      25 copies of that character. It should use the printRow() subroutine to produce the output.
      Again, we get to choose a name for the subroutine and a name for the parameter. I'll call the subroutine
      printRowsFromString and the parameter str. The algorithm is pretty clear: For each position i in
      the string str, call printRow(str.charAt(i),25) to print one line of the output. So, we get:
                        static void printRowsFromString( String str ) {
                               // For each character in str, write a line of output
                               // containing 25 copies of that character.
                            int i; // Loop-control variable for counting off the chars.
                            for ( i = 0; i < str.length(); i++ ) {
                                printRow( str.charAt(i), 25 );
                            }
                        }

      We could use printRowsFromString in a main() routine such as
                            public static void main(String[] args) {
                                String inputLine; // Line of text input by user.
                                TextIO.put("Enter a line of text: ");
                                inputLine = TextIO.getln();
                                TextIO.putln();
                                printRowsFromString( inputLine );
                            }

      Of course, the three routines, main(), printRowsFromString(), and printRow(), would have to
      be collected together inside the same class.The program is rather useless, but it does demonstrate the use of
      subroutines. You'll find the program in the file RowsOfChars.java, if you want to take a look. Here's an
      applet that simulates the program:

                                                      Sorry, your browser doesn't
                                                             support Java.


      I'll finish this section on parameters by noting that we now have three different sorts of variables that can be
      used inside a subroutine: local variables defined in the subroutine, formal parameter names, and static
      member variables that are defined outside the subroutine but inside the same class as the subroutine.

      Local variables have no connection to the outside world; they are purely part of the internal working of the


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Java Programing: Section 4.3

      subroutine. Parameters are used to "drop" values into the subroutine when it is called, but once the
      subroutine starts executing, parameters act much like local variables. Changes made inside a subroutine to a
      formal parameter have no effect on the rest of the program (at least if the type of the parameter is one of the
      primitive types -- things are more complicated in the case of objects, as we'll see later).

      Things are different when a subroutine uses a variable that is defined outside the subroutine. That variable
      exists independently of the subroutine, and it is accessible to other parts of the program, as well as to the
      subroutine. Such a variable is said to be global to the subroutine, as opposed to the "local" variables defined
      inside the subroutine. The scope of a global variable includes the entire class in which it is defined. Changes
      made to a global variable can have effects that extend outside the subroutine where the changes are made.
      You've seen how this works in the last example in the previous section, where the value of the global
      variable, gamesWon, is computed inside a subroutine and is used in the main() routine.
      It's not always bad to use global variables in subroutines, but you should realize that the global variable then
      has to be considered part of the subroutine's interface. The subroutine uses the global variable to
      communicate with the rest of the program. This is a kind of sneaky, back-door communication that is less
      visible than communication done through parameters, and it risks violating the rule that the interface of a
      black box should be straightforward and easy to understand. So before you use a global variable in a
      subroutine, you should consider whether it's really necessary.

      I don't advise you to take an absolute stand against using global variables inside subroutines. There is at
      least one good reason to do it: If you think of the class as a whole as being a kind of black box, it can be
      very reasonable to let the subroutines inside that box be a little sneaky about communicating with each
      other, if that will make the class as a whole look simpler from the outside.


                                       [ Next Section | Previous Section | Chapter Index | Main Index ]




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Java Programing: Section 4.4

      Section 4.4
      Return Values



      A SUBROUTINE THAT RETURNS A VALUE is called a function. A given function can only return a
      value of a specified type, called the return type of the function. A function call generally occurs in a
      position where the computer is expecting to find a value, such as the right side of an assignment statement,
      as an actual parameter in a subroutine call, or in the middle of some larger expression. A boolean-valued
      function can even be used as the test condition in an if, while, or do..while statement.
      (It is also legal to use a function call as a stand-alone statement, just as if it were a regular subroutine. In
      this case, the computer ignores the value computed by the subroutine. Sometimes this makes sense. For
      example, the function TextIO.getln(), with a return type of String, reads and returns a line of input
      typed in by the user. Usually, the line that is returned is assigned to a variable to be used later in the
      program, as in the statement "name = TextIO.getln();". However, this function is also useful as a
      subroutine call statement "TextIO.getln();", which still reads all input up to and including the next
      carriage return. Since this input is not assigned to a variable or used in an expression, it is simply discarded.
      Sometimes, discarding unwanted input is exactly what you need to do.)

      You've already seen how functions such as Math.sqrt() and TextIO.getInt() can be used. What
      you haven't seen is how to write functions of your own. A function takes the same form as a regular
      subroutine, except that you have to specify the value that is to be returned by the subroutine. This is done
      with a return statement, which takes the form:

                                                           return expression;

      Such a return statement can only occur inside the definition of a function, and the type of the expression
      must match the return type that was specified for the function. (More exactly, it must be legal to assign the
      expression to a variable whose type is specified by the return type.) When the computer executes this
      return statement, it evaluates the expression, terminates execution of the function, and uses the value of
      the expression as the returned value of the function.

      For example, consider the function definition
                      static double pythagorus(double x, double y) {
                            // Computes the length of the hypotenuse of a right
                            // triangle, where the sides of the triangle are x and y.
                          return Math.sqrt(x*x + y*y);
                      }

      Suppose the computer executes the statement "totalLength = 17 + pythagorus(12,5);".
      When it gets to the term pythagorus(12,5), it assigns the actual parameters 12 and 5 to the formal
      parameters x and y in the function. In the body of the function, it evaluates Math.sqrt(12.0*12.0 +
      5.0*5.0), which works out to 13.0. This value is returned, so it replaces the function call in the
      statement "totalLength = 17 + pythagorus(12,5);". The return value is added to 17, and the
      result, 30.0, is stored in the variable, totalLength. The effect is the same as if the statement had been
      "totalLength = 17 + 13.0;".

      (Inside an ordinary subroutine -- with declared return type "void" -- you can use a return statement with
      no expression to immediately terminate execution of the subroutine and return control back to the point in
      the program from which the subroutine was called. This can be convenient if you want to terminate
      execution somewhere in the middle of the subroutine, but return statements are fairly rare in
      non-function subroutines. In a function, on the other hand, a return statement, with expression, is always
      required.)



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      Here is a very simple function that could be used in a program to compute 3N+1 sequences. (The 3N+1
      sequence problem is one we've looked at several times already.) Given one term in a 3N+1 sequence, this
      function computes the next term of the sequence:
                     static int nextN(int currentN) {
                        if (currentN % 2 == 1)     // test if current N is odd
                           return 3*currentN + 1; // if so, return this value
                        else
                           return currentN / 2;    // if not, return this instead
                     }

      Exactly one of the two return statements is executed to give the value of the function. A return
      statement can occur anywhere in a function. Some people, however, prefer to use a single return
      statement at the very end of the function. This allows the reader to find the return statement easily. You
      might choose to write nextN() like this, for example:
                     static int nextN(int currentN) {
                        int answer; // answer will be the value returned
                        if (currentN % 2 == 1)    // test if current N is odd
                           answer = 3*currentN+1; // if so, this is the answer
                        else
                           answer = currentN / 2; // if not, this is the answer
                        return answer;   // (Don't forget to return the answer!)
                     }

      Here is a subroutine that uses this nextN function. In this case, the improvement from the version in
      Section 3 is not great, but if nextN() were a long function that performed a complex computation, then it
      would make a lot of sense to hide that complexity inside a function:
                      static void Print3NSequence(int startingValue) {

                                 //   Prints a 3N+1 sequence to standard output, using
                                 //   startingValue as the initial value of N. It also
                                 //   prints the number of terms in the sequence.
                                 //   The value of startingValue must be a positive integer.

                            int N;                 // One of the terms in the sequence.
                            int count;             // The number of terms found.

                            N = startingValue;                   // Start the sequence with startingValue;
                            count = 1;

                            TextIO.putln("The 3N+1 sequence starting from " + N);
                            TextIO.putln();
                            TextIO.putln(N); // print initial term of sequence

                            while (N > 1) {
                                N = nextN( N );                   // Compute next term,
                                                                  //            using the function nextN.
                                   count++;                       // Count this term.
                                   TextIO.putln(N);               // Print this term.
                            }

                            TextIO.putln();
                            TextIO.putln("There were " + count + " terms in the sequence.");

                      }     // end of Print3NSequence()



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      Here are a few more examples of functions. The first one computes a letter grade corresponding to a given
      numerical grade, on a typical grading scale:
                   static char letterGrade(int numGrade) {

                               // Returns the letter grade corresponding to
                               // the numerical grade, numGrade.

                        if (numGrade >= 90)
                           return 'A';   // 90 or above gets an A
                        else if (numGrade >= 80)
                           return 'B';   // 80 to 89 gets a B
                        else if (numGrade >= 65)
                           return 'C';   // 65 to 79 gets a C
                        else if (numGrade >= 50)
                           return 'D';   // 50 to 64 gets a D
                        else
                           return 'F';   // anything else gets an F

                   }    // end of function letterGrade()

      The type of the return value of letterGrade() is char. Functions can return values of any type at all.
      Here's a function whose return value is of type boolean. It demonstrates some interesting programming
      points, so you should read the comments:
                   static boolean isPrime(int N) {

                               //   Returns true if N is a prime number. A prime number
                               //   is an integer greater than 1 that is not divisible
                               //   by any positive integer, except itself and 1. If N has
                               //   any divisor, D, in the range 1 < D < N, then it
                               //   has a divisor in the range 2 to Math.sqrt(N), namely
                               //   either D itself or N/D. So we only test possible
                               //   divisors from 2 to Math.sqrt(N).

                        int divisor;             // A number we will testing to see whether it
                                                 //    evenly divides N.

                        if (N <= 1)
                           return false;                // No number <= 1 is a prime.

                        int maxToTry = (int)Math.sqrt(N);
                             // We will try to divide N by numbers between
                             // 2 and maxToTry; If N is not evenly divisible
                             // by any of these numbers, then N is prime.
                             // (Note that since Math.sqrt(N) is defined to
                             // return a value of type double, the value
                             // must be typecast to type int before it can
                             // be assigned to maxToTry.)

                          for (divisor = 2; divisor <= maxToTry; divisor++) {
                              if ( N % divisor == 0 ) // Test if divisor evenly divides N.
                                 return false;         // If so, we know N is not prime.
                                                       // No need to continue testing.
                          }




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                          // If we get to this point, N must be prime. Otherwise,
                          // the function would already have been terminated by
                          // a return statement in the previous for loop.

                          return true;             // Yes, N is prime.

                     }    // end of function isPrime()


      Finally, here is a function with return type String. This function has a String as parameter. The
      returned value is a reversed copy of the parameter. For example, the reverse of "Hello World" is "dlroW
      olleH". The algorithm for computing the reverse of a string, str, is to start with an empty string and then
      to append each character from str, starting from the last character of str and working backwards to the
      first.

                          static String reverse(String str) {
                                // Returns a reversed copy of str.
                             String copy; // The reversed copy.
                             int i;        // One of the positions in str,
                                           //       from str.length() - 1 down to 0.
                             copy = "";    // Start with an empty string.
                             for ( i = str.length() - 1; i >= 0; i-- ) {
                                      // Append i-th char of str to copy.
                                copy = copy + str.charAt(i);
                             }
                             return copy;
                          }

      A palindrome is a string that reads the same backwards and forwards, such as "radar". The reverse()
      function could be used to check whether a string, word, is a palindrome by testing
      "if (word.equals(reverse(word))".
      By the way, a typical beginner's error in writing functions is to print out the answer, instead of returning it.
      This represents a fundamental misunderstanding. The task of a function is to compute a value and return it
      to the point in the program where the function was called. That's where the value is used. Maybe it will be
      printed out. Maybe it will be assigned to a variable. Maybe it will be used in an expression. But it's not for
      the function to decide.


      I'll finish this section with a complete new version of the 3N+1 program. This will give me a chance to
      show the function nextN(), which was defined above, used in a complete program. I'll also take the
      opportunity to improve the program by getting it to print the terms of the sequence in columns, with five
      terms on each line. This will make the output more presentable. This idea is this: Keep track of how many
      terms have been printed on the current line; when that number gets up to 5, start a new line of output. To
      make the terms line up into columns, I will use the version of TextIO.put() with signature put(int,int).
      The second int parameter tells how wide the columns should be.

                 public class ThreeN2 {

                      /*
                               A program that computes and displays several 3N+1
                               sequences. Starting values for the sequences are
                               input by the user. Terms in a sequence are printed
                               in columns, with five terms on each line of output.
                               After a sequence has been displayed, the number of


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                               terms in that sequence is reported to the user.
                      */

                      public static void main(String[] args) {

                            TextIO.putln("This program will print out 3N+1 sequences");
                            TextIO.putln("for starting values that you specify.");
                            TextIO.putln();

                            int K;    // Starting point for sequence, specified by the user.
                            do {
                               TextIO.putln("Enter a starting value;");
                               TextIO.put("To end the program, enter 0: ");
                               K = TextIO.getInt();    // get starting value from user
                               if (K > 0)           // print sequence, but only if K is > 0
                                   Print3NSequence(K);
                            } while (K > 0);        // continue only if K > 0

                      } // end main()


                      static void Print3NSequence(int startingValue) {

                                 //   Prints a 3N+1 sequence to standard output, using
                                 //   startingValue as the initial value of N. Terms are
                                 //   printed five to a line. The subroutine also
                                 //   prints the number of terms in the sequence.
                                 //   The value of startingValue must be a positive integer.

                            int N;                 // One of the terms in the sequence.
                            int count;             // The number of terms found.
                            int onLine;            // The number of terms that have been output
                                                   //     so far on the current line.

                            N = startingValue;                   // Start the sequence with startingValue;
                            count = 1;                           // We have one term so far.

                            TextIO.putln("The 3N+1 sequence starting from " + N);
                            TextIO.putln();
                            TextIO.put(N, 8); // Print initial term, using 8 characters.
                            onLine = 1;        // There's now 1 term on current output line.

                            while (N > 1) {
                                N = nextN(N); // compute next term
                                count++;    // count this term
                                if (onLine == 5) { // If current output line is full
                                   TextIO.putln(); // ...then output a carriage return
                                   onLine = 0;       // ...and note that there are no terms
                                                     //               on the new line.
                                }
                                TextIO.put(N, 8); // Print this term in an 8-char column.
                                onLine++;    // Add 1 to the number of terms on this line.
                            }

                            TextIO.putln();               // end current line of output
                            TextIO.putln();               // and then add a blank line


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                            TextIO.putln("There were " + count + " terms in the sequence.");

                      }     // end of Print3NSequence()


                      static int nextN(int currentN) {
                             // Computes and returns the next term in a 3N+1 sequence,
                             // given that the current term is currentN.
                          if (currentN % 2 == 1)
                             return 3 * currentN + 1;
                          else
                             return currentN / 2;
                      } // end of nextN()


                 } // end of class ThreeN2


      You should read this program carefully and try to understand how it works. Here is an applet version for
      you to try:
                                                      Sorry, your browser doesn't
                                                             support Java.


                                       [ Next Section | Previous Section | Chapter Index | Main Index ]




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Java Programing: Section 4.5

      Section 4.5
      Toolboxes, API's, and Packages



      AS COMPUTERS AND THEIR USER INTERFACES have become easier to use, they have also become
      more complex for programmers to deal with. You can write programs for a simple console-style user
      interface using just a few subroutines that write output to the console and read the user's typed replies. A
      modern graphical user interface, with windows, buttons, scroll bars, menus, text-input boxes, and so on,
      might make things easier for the user. But it forces the programmer to cope with a hugely expanded array of
      possibilities. The programmer sees this increased complexity in the form of great numbers of subroutines
      that are provided for managing the user interface, as well as for other purposes.

      Someone who wants to program for Macintosh computers -- and to produce programs that look and behave
      the way users expect them to -- must deal with the Macintosh Toolbox, a collection of well over a thousand
      different subroutines. There are routines for opening and closing windows, for drawing geometric figures
      and text to windows, for adding buttons to windows, and for responding to mouse clicks on the window.
      There are other routines for creating menus and for reacting to user selections from menus. Aside from the
      user interface, there are routines for opening files and reading data from them, for communicating over a
      network, for sending output to a printer, for handling communication between programs, and in general for
      doing all the standard things that a computer has to do. Windows 98 and Windows 3.1 provide their own
      sets of subroutines for programmers to use, and they are quite a bit different from the subroutines used on
      the Mac.

      The analogy of a "toolbox" is a good one to keep in mind. Every programming project involves a mixture of
      innovation and reuse of existing tools. A programmer is given a set of tools to work with, starting with the
      set of basic tools that are built into the language: things like variables, assignment statements, if statements,
      and loops. To these, the programmer can add existing toolboxes full of routines that have already been
      written for performing certain tasks. These tools, if they are well-designed, can be used as true black boxes:
      They can be called to perform their assigned tasks without worrying about the particular steps they go
      through to accomplish those tasks. The innovative part of programming is to take all these tools and apply
      them to some particular project or problem (word-processing, keeping track of bank accounts, processing
      image data from a space probe, Web browsing, computer games,...). This is called applications
      programming.

      A software toolbox is a kind of black box, and it presents a certain interface to the programmer. This
      interface is a specification of what routines are in the toolbox, what parameters they use, and what tasks
      they perform. This information constitutes the API, or Applications Programming Interface, associated with
      the toolbox. The Macintosh API is a specification of all the routines available in the Macintosh Toolbox. A
      company that makes some hardware device -- say a card for connecting a computer to a network -- might
      publish an API for that device consisting of a list of routines that programmers can call in order to
      communicate with and control the device. Scientists who write a set of routines for doing some kind of
      complex computation -- such as solving "differential equations", say -- would provide an API to allow
      others to use those routines without understanding the details of the computations they perform.


      The Java programming language is supplemented by a large, standard API. You've seen part of this API
      already, in the form of mathematical subroutines such as Math.sqrt(), the String data type and its
      associated routines, and the System.out.print() routines. The standard Java API includes routines
      for working with graphical user interfaces, for network communication, for reading and writing files, and
      more. It's tempting to think of these routines as being built into the Java language, but they are technically
      subroutines that have been written and made available for use in Java programs.

      Java is platform-independent. That is, the same program can run on platforms as diverse as Macintosh,
      Windows, UNIX, and others. The same Java API must work on all these platforms. But notice that it is the


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      interface that is platform-independent; the implementation varies from one platform to another. A Java
      system on a particular computer includes implementations of all the standard API routines. A Java program
      includes only calls to those routines. When the Java interpreter executes a program and encounters a call to
      one of the standard routines, it will pull up and execute the implementation of that routine which is
      appropriate for the particular platform on which it is running. This is a very powerful idea. It means that
      you only need to learn one API to program for a wide variety of platforms.


      Like all subroutines in Java, the routines in the standard API are grouped into classes. To provide
      larger-scale organization, classes in Java can be grouped into packages. You can have even higher levels of
      grouping, since packages can also contain other packages. In fact, the entire standard Java API is
      implemented as one large package, which is named "java". The java package, in turn, is made up of
      several other packages, and each of those packages contains a number of classes.

      One of the sub-packages of java, for example, is called "awt". Since awt is contained within java, its
      full name is actually java.awt. This is the package that contains classes related to graphical user
      interfaces, such as the Button class which represents push-buttons on the screen, and the Graphics
      class which provides routines for drawing on the screen. Since these classes are contained in the package
      java.awt, their full names are actually java.awt.Button and java.awt.Graphics. (I hope that
      by now you've gotten the hang of how this naming thing works in Java.)

      The java package includes several other sub-packages, such as java.io, which provides facilities for
      input/output, java.net, which deals with network communication, and java.applet, which
      implements the basic functionality of applets. The most basic package is called java.lang, which
      includes fundamental classes such as String and Math.

      It might be helpful to look at a graphical representation of the levels of nesting in the java package, its
      sub-packages, the classes in those sub-packages, and the subroutines in those classes. This is not a complete
      picture, since it shows only a few of the many items in each element:




      Let's say that you want to use the class java.awt.Button in a program that you are writing. One way to
      do this is to use the full name of the class. For example, you could say


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                                               java.awt.Button               stopBttn;

      to declare a variable named stopBttn whose type is java.awt.Button. Of course, this can get
      tiresome, so Java makes it possible to avoid using the full names of classes. If you put

                                                  import java.awt.Button;

      at the beginning of your program, before you start writing any class, then you can abbreviate the full
      name java.awt.Button to just the name of the class, Button. This would allow you to say just

                                                       Button        stopBttn;

      to declare the variable stopBttn. (The only effect of the import statement is to allow you to use simple
      class names instead of full "package.class" names; you aren't really importing anything substantial. If you
      leave out the import statement, you can still access the class -- you just have to use its full name.) There
      is a shortcut for importing all the classes from a given package. You can import all the classes from
      java.awt by saying

                                                      import java.awt.*;
      In fact, any Java program that uses a graphical user interface is likely to begin with this line. A program
      might also include lines such as "import java.net.*;" or "import java.io.*;" to get easy
      access to networking and input/output classes.

      Because the package java.lang is so fundamental, all the classes in java.lang are automatically
      imported into every program. It's as if every program began with the statement "import
      java.lang.*;". This is why we have been able to use the class name String instead of
      java.lang.String, and Math.sqrt() instead of java.lang.Math.sqrt(). It would still,
      however, be perfectly legal to use the longer forms of the names.

      Programmers can create new packages. Suppose that you want some classes that you are writing to be in a
      package named utilities. Then the source code file that defines those classes must begin with the line
      "package utilities;". Any program that uses the classes should include the directive "import
      utilities.*;" to obtain access to all the classes in the utilities package. Unfortunately, things are
      a little more complicated than this. Remember that if a program uses a class, then the class must be
      "available" when the program is compiled and when it is executed. Exactly what this means depends on
      which Java environment you are using. Most commonly, classes in a package named utilities should
      be in a directory with the name utilities, and that directory should be located in the same place as the
      program that uses the classes.

      In projects that define large numbers of classes, it makes sense to organize those classes into one or more
      packages. It also makes sense for programmers to create new packages as toolboxes that provide
      functionality and API's for dealing with areas not covered in the standard Java API. (And in fact such
      "toolmaking" programmers often have more prestige than the applications programmers who use their
      tools.)

      However, I will not be creating any packages in this textbook. You need to know about packages mainly so
      that you will be able to import the standard packages. These packages are always available to the programs
      that you write. You might wonder where the standard classes are actually located. Again, that depends to
      some extent on the version of Java that you are using. But they are likely to be collected together into a
      large file named classes.zip, which is located in some place where the Java compiler and the Java
      interpreter will know to look for it.


      Although we won't be creating packages explicitly, every class is actually part of a package. If a class is not
      specifically placed in a package, then it is put in something called the default package, which has no name.
      All the examples that you see in these notes are in the default package.


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                                       [ Next Section | Previous Section | Chapter Index | Main Index ]




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Java Programing: Section 4.6

      Section 4.6
      More on Program Design



      UNDERSTANDING HOW PROGRAMS WORK IS ONE THING. Designing a program to perform
      some particular task is another thing altogether. In Section 3.2, I discussed how stepwise refinement can be
      used to methodically develop an algorithm. We can now see how subroutines can fit into the process.

      Stepwise refinement is inherently a top-down process, but the process does have a "bottom," that is, a point
      at which you stop refining the pseudocode algorithm and translate what you have directly into proper
      programming language. In the absence of subroutines, the process would not bottom out until you get down
      to the level of assignment statements and very primitive input/output operations. But if you have
      subroutines lying around to perform certain useful tasks, you can stop refining as soon as you've managed
      to express your algorithm in terms of those tasks.

      This allows you to add a bottom-up element to the top-down approach of stepwise refinement. Given a
      problem, you might start by writing some subroutines that perform tasks relevant to the problem domain.
      The subroutines become a toolbox of ready-made tools that you can integrate into your algorithm as you
      develop it. (Alternatively, you might be able to buy or find a software toolbox written by someone else,
      containing subroutines that you can use in your project as black boxes.)

      Subroutines can also be helpful even in a strict top-down approach. As you refine your algorithm, you are
      free at any point to take any sub-task in the algorithm and make it into a subroutine. Developing that
      subroutine then becomes a separate problem, which you can work on separately. Your main algorithm will
      merely call the subroutine. This, of course, is just a way of breaking your problem down into separate,
      smaller problems. It is still a top-down approach because the top-down analysis of the problem tells you
      what subroutines to write. In the bottom-up approach, you start by writing or obtaining subroutines that are
      relevant to the problem domain, and you build your solution to the problem on top of that foundation of
      subroutines.


      Let's work through an example. Suppose that I have found an already-written class called Mosaic. This
      class allows a program to work with a window that displays little colored rectangles arranged in rows and
      columns. The window can be opened, closed, and otherwise manipulated with static member subroutines
      defined in the Mosaic class. Here are some of the available routines:

               Mosaic.open(rows,cols,w,h); where rows, cols, w, and h are of type int.
               This will open the window with rows rows and cols columns of rectangles. The size of
               each little rectangle will be w pixels wide by h pixels high. Initially, all the rectangles are
               black. Note that for purposes of referring to a specific rectangle, rows are numbered from 0
               to rows-1, and columns are numbered from 0 to cols-1.

               Mosaic.setColor(row,col,r,g,b); where all the parameters are of type int.
               This will set the color of the rectangle in row number row and column number col. Any
               color can be considered to be a combination of the primary colors red, blue, and green. The
               parameters r, g, and b are integers in the range from 0 to 255 that specify the red, green, and
               blue components of the color. The larger the value of r, the more red there is in the color.
               Black has all three color components equal to 0. White has all three color components equal
               to 255.

               Mosaic.getRed(row,col); where row and col are integers specifying one of the
               rectangles. This is a function that returns a value of type int. The returned value is an
               integer in the range from 0 to 255 that specifies the red component of the color of the
               specified square. There are also functions Mosaic.getBlue(row,col); and


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               Mosaic.getGreen(row,col); for retrieving the other two color components.

               Mosaic.delay(millis); where millis is of type int. This can be used to insert a
               time delay in the program (to regulate the speed at which the colors are changed, for
               example). The parameter millis is an integer that gives the number of milliseconds to
               delay. One thousand milliseconds equal one second.

               Mosaic.isOpen(); is a function that returns a boolean value. If the mosaic window
               is open, the value is true; otherwise it is false. The user can close the window by
               clicking its closebox. A program can close the window by calling Mosaic.close(). If
               you call Mosaic.setColor() when there is no window open, it will have no effect. If
               you call Mosaic.getRed() when there is no window, a value of 0 is returned.

      My idea is to use the Mosaic class as the basis for a neat animation. I want to fill the window with
      randomly colored squares, and then randomly change the colors in a loop that continues as long as the
      window is open. "Randomly change the colors" could mean a lot of different things, but after thinking for a
      while, I decide it would be interesting to have a "disturbance" that wanders randomly around the window,
      changing the color of each square that it encounters. Here's an applet that shows what the program will do:

                                                      Sorry, your browser doesn't
                                                             support Java.


      With basic routines for manipulating the window as a foundation, I can turn to the specific problem at hand.
      A basic outline for my program is
                     Open a Mosaic window
                     Fill window with random colors;
                     Move around, changing squares at random.
      Filling the window with random colors seems like a nice coherent task that I can work on separately, so let's
      decide that I'll write a separate subroutine to do it. The third step can be expanded a bit more, into the steps:
      Start in the middle of the window, then keep moving to a new square and changing the color of that square.
      This should continue as long as the mosaic window is still open. Thus we can refine the algorithm to:
                   Open a Mosaic window
                   Fill window with random colors;
                   Set the current position to the middle square in the window;
                   As long as the mosaic window is open:
                      Randomly change color of current square;
                      Move current position up, down, left, or right, at random;

      I need to represent the current position in some way. That can be done with two int variables named
      currentRow and currentColumn. I'll use 10 rows and 20 columns of squares in my mosaic, so setting
      the current position to be in the center means setting currentRow to 5 and currentColumn to 10. I
      already have a subroutine, Mosaic.open(), to open the window, and I have a function,
      Mosaic.isOpen(), to test whether the window is open. To keep the main routine simple, I decide that I
      will write two more subroutines of my own to carry out the two tasks in the while loop. The algorithm can
      then be written in Java as:
                   Mosaic.open(10,20,10,10)
                   fillWithRandomColors();
                   currentRow = 5;       // Middle row, halfway down the window.
                   currentColumn = 10;   // Middle column.
                   while ( Mosaic.isOpen() ) {
                       changeToRandomColor(currentRow, currentColumn);
                       randomMove();
                   }



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      With the proper wrapper, this is essentially the main() routine of my program. It turns out I have to make
      one small modification: To prevent the animation from running too fast, the line
      "Mosaic.delay(20);" is added to the while loop.

      The main() routine is taken care of, but to complete the program, I still have to write the subroutines
      fillWithRandomColors(), changeToRandomColor(int,int), and randomMove().
      Writing each of these subroutines is a separate, small task. Pseudocode for fillWithRandomColors()
      could be given as:
                     For each row:
                        For each column:
                           set square in that row and column to a random color
      "For each row" and "for each column" can be implemented as for loops. We've already planned to write a
      subroutine changeToRandomColor that can be used to set the color. (The possibility of reusing
      subroutines in several places is one of the big payoffs of using them!) So, fillWithRandomColors()
      can be written in proper Java as:

                 static void fillWithRandomColors() {
                    for (int row = 0; row < 10; row++)
                       for (int column = 0; column < 20; column++)
                          changeToRandomColor(row,column);
                 }

      Turning to the changeToRandomColor subroutine, we already have a method,
      mosaic.setColor(row,col,r,g,b), that can be used to change the color of a square. If we want a
      random color, we just have to choose random values for r, g, and b. The random values must be integers in
      the range from 0 to 255. A formula for selecting such an integer is "(int)(256*Math.random())".
      So the random color subroutine becomes:
                      static void changeToRandomColor(int rowNum, int colNum) {
                           int red = (int)(256*Math.random());
                           int green = (int)(256*Math.random());
                           int blue = (int)(256*Math.random());
                           mosaic.setColor(rowNum,colNum,red,green,blue);
                       }

      Finally, consider the randomMove subroutine, which is supposed to randomly move the disturbance up,
      down, left, or right. To make a random choice among four directions, we can choose a random integer in
      the range 0 to 3. If the integer is 0, move in one direction; if it is 1, move in another direction; and so on.
      The position of the disturbance is given by the variables currentRow and currentColumn. To "move
      up" means to subtract 1 from currentRow. This leaves open the question of what to do if currentRow
      becomes -1, which would put the disturbance above the window. Rather than let this happen, I decide to
      move the disturbance to the opposite edge of the applet by setting currentRow to 9. (Remember that the
      10 rows are numbered from 0 to 9.) Moving the disturbance down, left, or right is handled similarly. If we
      use a switch statement to decide which direction to move, the code for randomMove becomes:
                          int directionNum;
                          directoinNum = (int)(4*Math.random());
                          switch (directionNum) {
                             case 0: // move up
                                currentRow--;
                                if (currentRow < 0)   // CurrentRow is outside the mosaic;
                                   currentRow = 9;    // move it to the opposite edge.
                                break;
                             case 1: // move right
                                currentColumn++;
                                if (currentColumn >= 20)


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                                     currentColumn = 0;
                                  break;
                               case 2: // move down
                                  currentRow++;
                                  if (currentRow >= 10)
                                     currentRow = 0;
                                  break;
                               case 3: // move left
                                  currentColumn--;
                                  if (currentColumn < 0)
                                     currentColumn = 19;
                                  break;
                          }


      Putting this all together, we get the following complete program. The variables currentRow and
      currentColumn are defined as static members of the class, rather than local variables, because each of
      them is used in several different subroutines. This program actually depends on two other classes, Mosaic
      and another class called MosaicCanvas that is used by Mosaic. If you want to compile and run this
      program, both of these classes must be available to the program.

                 public class RandomMosaicWalk {

                      /*
                              This program shows a window full of randomly colored
                              squares. A "disturbance" moves randomly around
                              in the window, randomly changing the color of
                              each square that it visits. The program runs
                              until the user closes the window.
                      */

                      static int currentRow; // Row currently containing the disturbance
                      static int currentColumn; // Column currently containing disturbance

                      public static void main(String[] args) {
                             // Main program creates the window, fills it with
                             // random colors, then moves the disturbance in
                             // a random walk around the window.
                          Mosaic.open(10,20,10,10);
                          fillWithRandomColors();
                          currentRow = 5;   // start at center of window
                          currentColumn = 10;
                          while (Mosaic.isOpen()) {
                              changeToRandomColor(currentRow, currentColumn);
                              randomMove();
                              Mosaic.delay(20);
                          }
                      } // end of main()

                      static void fillWithRandomColors() {
                              // fill every square, in each row and column,
                              // with a random color
                           for (int row=0; row < 10; row++) {
                              for (int column=0; column < 20; column++) {
                                  changeToRandomColor(row, column);
                              }


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                               }
                      }     // end of fillWithRandomColors()

                      static void changeToRandomColor(int rowNum, int colNum) {
                              // Change the square in row number rowNum and
                              // column number colNum to a random color.
                              // Random colors in the range 0 to 255 are
                              // chosen for the red, green, and blue components
                              // of the color.
                           int red = (int)(256*Math.random());
                           int green = (int)(256*Math.random());
                           int blue = (int)(256*Math.random());
                           Mosaic.setColor(rowNum,colNum,red,green,blue);
                       } // end of changeToRandomColor()

                        static void randomMove() {
                               // Randomly move the disturbance in one of
                               // four possible directions: up, down, left, or right;
                               // if this moves the disturbance outside the window,
                               // then move it to the opposite edge of the window.
                            int directionNum; // Randomly set to 0, 1, 2, or 3
                                              //               to choose the direction.
                            directionNum = (int)(4*Math.random());
                            switch (directionNum) {
                               case 0: // move up
                                  currentRow--;
                                  if (currentRow < 0)
                                     currentRow = 9;
                                  break;
                               case 1: // move right
                                  currentColumn++;
                                  if (currentColumn >= 20)
                                     currentColumn = 0;
                                  break;
                               case 2: // move down
                                  currentRow++;
                                  if (currentRow >= 10)
                                     currentRow = 0;
                                  break;
                               case 3:
                                  currentColumn--;
                                  if (currentColumn < 0)
                                     currentColumn = 19;
                                  break;
                            }
                        } // end of randomMove()

                 } // end of class RandomMosaicWalk



                                       [ Next Section | Previous Section | Chapter Index | Main Index ]




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Java Programing: Section 4.7

      Section 4.7
      The Truth about Declarations



      NAMES ARE FUNDAMENTAL TO PROGRAMMING, as I said a few chapters ago. There are a lot of
      details involved in declaring and using names. I have been avoiding some of those details. In this section,
      I'll reveal most of the truth (although still not the full truth) about declaring and using variables in Java. The
      material under the headings "Combining Initialization with Declaration" and "Named Constants and the
      final Modifier" is particularly important, since I will be using it regularly in future chapters.


      Combining Initialization with Declaration

      When a variable declaration is executed, memory is allocated for the variable. This memory must be
      initialized to contain some definite value before the variable can be used in an expression. In the case of a
      local variable, the declaration is often followed closely by an assignment statement that does the
      initialization. For example,
                          int count;               // Declare a variable named count.
                          count = 0;               // Give count its initial value.
      However, the truth about declaration statements is that it is legal to include the initialization of the variable
      in the declaration statement. The two statements above can therefor be abbreviated as
                          int count = 0;              // Declare count and give it an initial value.

      The computer still executes this statement in two steps: Declare the variable count, then assign the value 0
      to the newly created variable. The initial value does not have to be a constant. It can be any expression. It is
      legal to initialize several variables in one declaration statement. For example,
                          char firstInitial = 'D', secondInitial = 'E';

                          int x, y = 1;               // OK, but only y has been initialized!

                          int N = 3, M = N+2;                  // OK, N is initialized
                                                               //        before its value is used.
      This feature is especially common in for loops, since it makes it possible to declare a loop control variable
      at the same point in the loop where it is initialized. Since the loop control variable generally has nothing to
      do with the rest of the program outside the loop, it's reasonable to have its declaration in the part of the
      program where it's actually used. For example:
                            for ( int i = 0; i < 10;                       i++ ) {
                               System.out.println(i);
                            }
      Again, you should remember that this is simply an abbreviation for the following, where I've added an extra
      pair of braces to show that i is considered to be local to the for statement and no longer exists after the
      for loop ends:
                            {
                                 int i;
                                 for ( i = 0; i < 10; i++ ) {
                                    System.out.println(i);
                                 }
                            }



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      A member variable can also be initialized at the point where it is declared. For example:
                          public class Bank {
                             static double interestRate = 0.05;
                             static int maxWithdrawal = 200;
                               .
                               . // More variables and subroutines.
                               .
                          }
      A static member variable is created as soon as the class is loaded by the Java interpreter, and the
      initialization is also done at that time. In the case of member variables, this is not simply an abbreviation for
      a declaration followed by an assignment statement. Declaration statements are the only type of statement
      that can occur outside of a subroutine. Assignment statements cannot, so the following is illegal:
                          public class Bank {
                             static double interestRate;
                             interestRate = 0.05; // ILLEGAL:
                             .                     //    Can't be outside a subroutine!
                             .
                             .
      Because of this, declarations of member variables often include initial values. As mentioned in Section 2, if
      no initial value is provided for a member variable, then a default initial value is used. For example,
      "static int count;" is equivalent to "static int count = 0;".


      Named Constants and the final Modifier

      Sometimes, the value of a variable is not supposed to change after it is initialized. For example, in the above
      example where interestRate is initialized to the value 0.05, it's quite possible that that is meant to be
      the value throughout the entire program. In this case, the programmer is probably defining the variable,
      interestRate, to give a meaningful name to the otherwise meaningless number, 0.05. It's easier to
      understand what's going on when a program says "principal += principal*interestRate;"
      rather than "principal += principal*0.05;".

      In Java, the modifier "final" can be applied to a variable declaration to ensure that the value of the
      variable cannot be changed after the variable has been initialized. For example, if the member variable
      interestRate is declared with
                            final static double interestRate = 0.05;
      then it would be impossible for the value of interestRate to change anywhere else in the program. Any
      assignment statement that tries to assign a value to interestRate will be rejected by the computer as a
      syntax error when the program is compiled.

      It is legal to apply the final modifier to local variables and even to formal parameters, but it is most
      useful for member variables. I will often refer to a static member variable that is declared to be final as a
      named constant, since its value remains constant for the whole time that the program is running. The
      readability of a program can be greatly enhanced by using named constants to give meaningful names to
      important quantities in the program. A recommended style rule for named constants is to give them names
      that consist entirely of upper case letters, with underscore characters to separate words if necessary. For
      example, the preferred style for the interest rate constant would be
                            final static double INTEREST_RATE = 0.05;
      This is the style that is generally used in Java's standard classes, which define many named constants. For
      example, the Math class defines a named constant PI to represent the mathematical constant of that name.
      Since it is a member of the Math class, you would have to refer to it as Math.PI in your own programs.


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      Many constants are provided to give meaningful names to be used in parameters in subroutine calls. For
      example, a standard class named Font contains named constants Font.PLAIN, Font.BOLD, and
      Font.ITALIC. These constants are used when calling various subroutines in the Font class for specifying
      different styles of text.

      Curiously enough, one of the major reasons to use named constants is that it's easy to change the value of a
      named constant. Of course, the value can't change while the program is running. But between runs of the
      program, it's easy to change the value in the source code and recompile the program. Consider the interest
      rate example. It's quite possible that the value of the interest rate is used many times throughout the
      program. Suppose that the bank changes the interest rate and the program has to be modified. If the literal
      number 0.05 were used throughout the program, the programmer would have to track down each place
      where the interest rate is used in the program and change the rate to the new value. (This is made even
      harder by the fact that the number 0.05 might occur in the program with other meanings besides the interest
      rate, as well as by the fact that someone might have used 0.025 to represent half the interest rate.) On the
      other hand, if the named constant INTEREST_RATE is declared and used consistently throughout the
      program, then only the single line where the constant is initialized needs to be changed.

      As an extended example, I will give a new version of the RandomMosaicWalk program from the
      previous section. This version uses named constants to represent the number of rows in the mosaic, the
      number of columns, and the size of each little square. The three constants are declared as final static
      member variables with the lines:
                 final static int ROWS = 30;        // Number of rows in mosaic.
                 final static int COLUMNS = 30;     // Number of columns in mosaic.
                 final static int SQUARE_SIZE = 15; // Size of each square in mosaic.
      The rest of the program is carefully modified to use the named constants. For example, in the new version
      of the program, the Mosaic window is opened with the statement
                     Mosaic.open(ROWS, COLUMNS, SQUARE_SIZE, SQUARE_SIZE);
      Sometimes, it's not easy to find all the places where a named constants needs to be used. It's always a good
      idea to run a program using several different values for any named constants, to test that it works properly
      in all cases.

      Here is the complete new program, RandomMosaicWalk2, with all modifications from the previous
      version shown in red.

             public class RandomMosaicWalk2 {

                   /*
                        This program shows a window full of randomly colored
                        squares. A "disturbance" moves randomly around
                        in the window, randomly changing the color of
                        each square that it visits. The program runs
                        until the user closes the window.
                   */

                   final static int ROWS = 30;        // Number of rows in mosaic.
                   final static int COLUMNS = 30;     // Number of columns in mosaic.
                   final static int SQUARE_SIZE = 15; // Size of each square in mosaic.

                   static int currentRow; // row currently containing the disturbance
                   static int currentColumn; // column currently containing disturbance

                   public static void main(String[] args) {
                          // Main program creates the window, fills it with


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                            // random colors, then moves the disturbance in
                            // a random walk around the window.
                         Mosaic.open(ROWS, COLUMNS, SQUARE_SIZE, SQUARE_SIZE);
                         fillWithRandomColors();
                         currentRow = ROWS / 2;    // start at center of window
                         currentColumn = COLUMNS / 2;
                         while (Mosaic.isOpen()) {
                             changeToRandomColor(currentRow, currentColumn);
                             randomMove();
                             Mosaic.delay(20);
                         }
                   }    // end of main()

                   static void fillWithRandomColors() {
                           // Fill every square, in each row and column,
                           // with a random color.
                        for (int row=0; row < ROWS; row++) {
                           for (int column=0; column < COLUMNS; column++) {
                               changeToRandomColor(row, column);
                           }
                        }
                   } // end of fillWithRandomColors()

                   static void changeToRandomColor(int rowNum, int colNum) {
                           // Change the square in row number rowNum and
                           // column number colNum to a random color.
                           // Random colors in the range 0 to 255 are
                           // chosen for the red, green, and blue components
                           // of the color.
                        int red = (int)(256*Math.random());
                        int green = (int)(256*Math.random());
                        int blue = (int)(256*Math.random());
                        Mosaic.setColor(rowNum,colNum,red,green,blue);
                   } // end of changeToRandomColor()

                   static void randomMove() {
                          // Randomly move the disturbance in one of
                          // four possible directions: up, down, left, or right;
                          // if this moves the disturbance outside the window,
                          // then move it to the opposite edge of the window.
                       int directionNum; // Randomly set to 0, 1, 2, or 3
                                         //                   to choose direction.
                       directionNum = (int)(4*Math.random());
                       switch (directionNum) {
                           case 0: // move up
                              currentRow--;
                              if (currentRow < 0)
                                 currentRow = ROWS - 1;
                              break;
                           case 1: // move right
                              currentColumn++;
                              if (currentColumn >= COLUMNS)
                                 currentColumn = 0;
                              break;
                           case 2: // move down
                              currentRow ++;


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                                      if (currentRow >= ROWS)
                                         currentRow = 0;
                                      break;
                                   case 3:
                                      currentColumn--;
                                      if (currentColumn < 0)
                                         currentColumn = COLUMNS - 1;
                                      break;
                         }
                   }    // end of randomMove()

             } // end of class RandomMosaicWalk2



      Naming and Scope Rules

      When a variable declaration is executed, memory is allocated for that variable. The variable name can be
      used in at least some part of the program source code to refer to that memory or to the data that is stored in
      the memory. The portion of the program source code where the variable name is valid is called the scope of
      the variable. Similarly, we can refer to the scope of subroutine names and formal parameter names.

      For static member subroutines, scope is straightforward. The scope of a static subroutine is the entire source
      code of the class in which it is defined. That is, it is possible to call the subroutine from any point in the
      class. It is even possible to call a subroutine from within itself. This is an example of something called
      "recursion," a fairly advanced topic that we will return to later.

      For a variable that is declared as a static member variable in a class, the situation is similar, but with one
      complication. It is legal to have a local variable or a formal parameter that has the same name as a member
      variable. In that case, within the scope of the local variable or parameter, the member variable is hidden.
      Consider, for example, a class named Game that has the form:
                       public class Game {

                               static int count;               // member variable

                               static void playGame() {
                                   int count; // local variable
                                     .
                                     .   // Some statements to define playGame()
                                     .
                               }

                               .
                               .    // More variables and subroutines.
                               .

                       }    // end Game

      In the statements that make up the body of the playGame() subroutine, the name "count" refers to the
      local variable. In the rest of the Game class, "count" refers to the member variable, unless hidden by other
      local variables or parameters named count. However, there is one further complication. The member
      variable named count can also be referred to by the full name Game.count. Usually, the full name is
      only used outside the class where count is defined. However, there is no rule against using it inside the
      class. The full name, Game.count, can be used inside the playGame() subroutine to refer to the
      member variable. So, the full scope rule for static member variables is that the scope of a member variable
      includes the entire class in which it is defined, but where the simple name of the member variable is hidden


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Java Programing: Section 4.7

      by a local variable or formal parameter name, the member variable must be referred to by its full name of
      the form className.variableName. (Scope rules for non-static members are similar to those for static
      members, except that, as we shall see, non-static members cannot be used in static subroutines.)

      The scope of a formal parameter of a subroutine is the block that makes up the body of the subroutine. The
      scope of a local variable extends from the declaration statement that defines the variable to the end of the
      block in which the declaration occurs. As noted above, it is possible to declare a loop control variable of a
      for loop in the for statement, as in "for (int i=0; i < 10; i++)". The scope of such a
      declaration is considered as a special case: It is valid only within the for statement and does not extend to
      the remainder of the block that contains the for statement.
      It is not legal to redefine the name of a formal parameter or local variable within its scope, even in a nested
      block. For example, this is not allowed:
                            void      badSub(int y) {
                                    int x;
                                    while (y > 0) {
                                       int x; // ERROR:                   x is already defined.
                                         .
                                         .
                                         .
                                    }
                               }

      (In many languages, this would be legal. The declaration of x in the while loop would hide the original
      declaration.) However, once the block in which a variable is declared ends, its name does become available
      for reuse. For example:
                                   void goodSub(int y) {
                                      while (y > 10) {
                                         int x;
                                            .
                                            .
                                            .
                                         // The scope of x ends here.
                                      }
                                      while (y > 0) {
                                         int x; // OK: Previous declaration of x has expired.
                                          .
                                          .
                                          .
                                      }
                                   }
      You might wonder whether local variable names can hide subroutine names. This can't happen, for a reason
      that might be surprising. There is no rule that variables and subroutines have to have different names. The
      computer can always tell whether a name refers to a variable or to a subroutine, because a subroutine name
      is always followed by a left parenthesis. It's perfectly legal to have a variable called count and a
      subroutine called count in the same class. (This is one reason why I often write subroutine names with
      parentheses, as when I talk about the main() routine. It's a good idea to think of the parentheses as part of
      the name.) Even more is true: It's legal to reuse class names to name variables and subroutines. The syntax
      rules of Java guarantee that the computer can always tell when a name is being used as a class name. A
      class name is a type, and so it can be used to declare variables and to specify the return type of a function.
      This means that you could legally have a class called Insanity in which you declare a function
                        static        Insanity          Insanity( Insanity Insanity ) { ... }

      The first Insanity is the return type of the function. The second is the function name, the third is the type
      of the formal parameter, and the fourth is a formal parameter name. However, please remember that not


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Java Programing: Section 4.7

      everything that is possible is a good idea!


                                                             End of Chapter 4


                                       [ Next Chapter | Previous Section | Chapter Index | Main Index ]




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Java Programing: Chapter 4 Exercises

      Programming Exercises
      For Chapter 4



      THIS PAGE CONTAINS programming exercises based on material from Chapter 4 of this on-line Java
      textbook. Each exercise has a link to a discussion of one possible solution of that exercise.


      Exercise 4.1: To "capitalize" a string means to change the first letter of each word in the string to upper
      case (if it is not already upper case). For example, a capitalized version of "Now is the time to act!" is "Now
      Is The Time To Act!". Write a subroutine named printCapitalized that will print a capitalized
      version of a string to standard output. The string to be printed should be a parameter to the subroutine. Test
      your subroutine with a main() routine that gets a line of input from the user and applies the subroutine to
      it.

      Note that a letter is the first letter of a word if it is not immediately preceded in the string by another letter.
      Recall that there is a standard boolean-valued function Character.isLetter(char) that can be
      used to test whether its parameter is a letter. There is another standard char-valued function,
      Character.toUpperCase(char), that returns a capitalized version of the single character passed to
      it as a parameter. That is, if the parameter is a letter, it returns the upper-case version. If the parameter is not
      a letter, it just returns a copy of the parameter.

      See the solution!


      Exercise 4.2: The hexadecimal digits are the ordinary, base-10 digits '0' through '9' plus the letters 'A'
      through 'F'. In the hexadecimal system, these digits represent the values 0 through 15, respectively. Write a
      function named hexValue that uses a switch statement to find the hexadecimal value of a given
      character. The character is a parameter to the function, and its hexadecimal value is the return value of the
      function. You should count lower case letters 'a' through 'f' as having the same value as the corresponding
      upper case letters. If the parameter is not one of the legal hexadecimal digits, return -1 as the value of the
      function.

      A hexadecimal integer is a sequence of hexadecimal digits, such as 34A7, FF8, 174204, or FADE. If str is
      a string containing a hexadecimal integer, then the corresponding base-10 integer can be computed as
      follows:
                                 value = 0;
                                 for ( i = 0; i < str.length(); i++ )
                                    value = value*16 + hexValue( str.charAt(i) );

      Of course, this is not valid if str contains any characters that are not hexadecimal digits. Write a program
      that reads a string from the user. If all the characters in the string are hexadecimal digits, print out the
      corresponding base-10 value. If not, print out an error message.

      See the solution!


      Exercise 4.3: Write a function that simulates rolling a pair of dice until the total on the dice comes up to be
      a given number. The number that you are rolling for is a parameter to the function. The number of times
      you have to roll the dice is the return value of the function. You can assume that the parameter is one of the
      possible totals: 2, 3, ..., 12. Use your function in a program that computes and prints the number of rolls it
      takes to get snake eyes. (Snake eyes means that the total showing on the dice is 2.)



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      See the solution!


      Exercise 4.4: This exercise builds on Exercise 4.3. Every time you roll a pair of dice over and over, trying
      to get a given total, the number of rolls it takes can be different. The question naturally arises, what's the
      average number of rolls? Write a function that performs the experiment of rolling to get a given total 10000
      times. The desired total is a parameter to the subroutine. The average number of rolls is the return value.
      Each individual experiment should be done by calling the function you wrote for exercise 4.3. Now, write a
      main program that will call your function once for each of the possible totals (2, 3, ..., 12). It should make a
      table of the results, something like:

                     Total On Dice                  Average Number of Rolls
                     -------------                  -----------------------
                            2                            35.8382
                            3                            18.0607
                            .                             .
                            .                             .
      See the solution!


      Exercise 5: The sample program RandomMosaicWalk.java from Section 4.6 shows a "disturbance" that
      wanders around a grid of colored squares. When the disturbance visits a square, the color of that square is
      changed. The applet at the bottom of Section 4.7 shows a variation on this idea. In this applet, all the
      squares start out with the default color, black. Every time the disturbance visits a square, a small amount is
      added to the red component of the color of that square. Write a subroutine that will add 25 to the red
      component of one of the squares in the mosaic. The row and column numbers of the square should be
      passed as parameters to the subroutine. Recall that you can discover the current red component of the
      square in row r and column c with the function call Mosaic.getRed(r,c). Use your subroutine as a
      substitute for the changeToRandomColor() subroutine in the program RandomMosaicWalk2.java.
      (This is the improved version of the program from Section 4.7 that uses named constants for the number of
      rows, number of columns, and square size.) Set the number of rows and the number of columns to 80. Set
      the square size to 5.

      See the solution!


      Exercise 6: For this exercise, you will write a program that has the same behavior as the following applet.
      Your program will be based on the non-standard Mosaic class, which was described in Section 4.6.
      (Unfortunately, the applet doesn't look too good on slow machines.)

      The applet shows a rectangle that grows from the center of the applet to the edges, getting brighter as it
      grows. The rectangle is made up of the little squares of the mosaic. You should first write a subroutine that
      draws a rectangle on a Mosaic window. More specifically, write a subroutine named rectangle such
      that the subroutine call statement
                            rectangle(top,left,height,width,r,g,b);

      will call Mosaic.setColor(row,col,r,g,b) for each little square that lies on the outline of a
      rectangle. The topmost row of the rectangle is specified by top. The number of rows in the rectangle is
      specified by height (so the bottommost row is top+height-1). The leftmost column of the rectangle
      is specifed by left. The number of columns in the rectangle is specified by width (so the rightmost
      column is left+width-1.)
      The animation loops through the same sequence of steps over and over. In one step, a rectangle is drawn in
      gray (that is, with all three color components having the same value). There is a pause of 50 milliseconds so

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      the user can see the rectangle. Then the very same rectangle is drawn in black, effectively erasing the gray
      rectangle. Finally, the variables giving the top row, left column, size, and color level of the rectangle are
      adjusted to get ready for the next step. In the applet, the color level starts at 50 and increases by 10 after
      each step. You might want to make a subroutine that does one loop through all the steps of the animation.

      The main() routine simply opens a Mosaic window and then does the animation loop over and over until
      the user closes the window. There is a 500 millisecond delay between one animation loop and the next. Use
      a Mosaic window that has 41 rows and 41 columns. (I advise you not to used named constants for the
      numbers of rows and columns, since the problem is complicated enough already.)

      See the solution!


                                                       [ Chapter Index | Main Index ]




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Java Programing: Chapter 4 Quiz

      Quiz Questions
      For Chapter 4



      THIS PAGE CONTAINS A SAMPLE quiz on material from Chapter 4 of this on-line Java textbook. You
      should be able to answer these questions after studying that chapter. Sample answers to all the quiz
      questions can be found here.


      Question 1: A "black box" has an interface and an implementation. Explain what is meant by the terms
      interface and implementation.

      Question 2: A subroutine is said to have a contract What is meant by the contract of a subroutine? When
      you want to use a subroutine, why is it important to understand its contract? The contract has both
      "syntactic" and "semantic" aspects. What is the syntactic aspect? What is the semantic aspect?

      Question 3: Briefly explain how subroutines can be a useful tool in the top-down design of programs.

      Question 4: Discuss the concept of parameters. What are parameters for? What is the difference between
      formal parameters and actual parameters?

      Question 5: Give two different reasons for using named constants (declared with the final modifier).

      Question 6: What is an API? Give an example.

      Question 7: Write a subroutine named "stars" that will output a line of stars to a console. (A star is the
      character "*".) The number of stars should be given as a parameter to the subroutine. Use a for loop. For
      example, the command "stars(20)" would output
                             ********************

      Question 8: Write a main() routine that uses the subroutine that you wrote for Question 7 to output 10
      lines of stars with 1 star in the first line, 2 stars in the second line, and so on, as shown below.
                               *
                               **
                               ***
                               ****
                               *****
                               ******
                               *******
                               ********
                               *********
                               **********

      Question 9: Write a function named countChars that has a String and a char as parameters. The
      function should count the number of times the character occurs in the string, and it should return the result
      as the value of the function.

      Question 10: Write a subroutine with three parameters of type int. The subroutine should determine which
      of its parameters is smallest. The value of the smallest parameter should be returned as the value of the
      subroutine.


                                                 [ Answers | Chapter Index | Main Index ]



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Java Programing: Chapter 5 Index

                                                             Chapter 5

                                   Programming in the Large II
                                      Objects and Classes


      WHEREAS A SUBROUTINE represents a single task, an object can encapsulate both data (in the form
      of instance variables) and a number of different tasks or "behaviors" related to that data (in the form of
      instance methods). Therefore objects provide another, more sophisticated type of structure that can be used
      to help manage the complexity of large programs.

      This chapter covers the creation and use of objects in Java. It also discusses the object-oriented approach to
      program design.


      Contents of Chapter 5:
            ●   Section 1: Objects, Instance Methods, and Instance Variables
            ●   Section 2: Constructors and Object Initialization
            ●   Section 3: Programming with Objects
            ●   Section 4: Inheritance, Polymorphism, and Abstract Classes
            ●   Section 5: More Details of Classes
            ●   Programming Exercises
            ●   Quiz on this Chapter


                                      [ First Section | Next Chapter | Previous Chapter | Main Index ]




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Java Programing: Section 5.1

      Section 5.1
      Objects, Instance Methods, and Instance Variables



      OBJECT-ORIENTED PROGRAMMING (OOP) represents an attempt to make programs more closely
      model the way people think about and deal with the world. In the older styles of programming, a
      programmer who is faced with some problem must identify a computing task that needs to be performed in
      order to solve the problem. Programming then consists of finding a sequence of instructions that will
      accomplish that task. But at the heart of object-oriented programming, instead of tasks we find objects --
      entities that have behaviors, that hold information, and that can interact with one another. Programming
      consists of designing a set of objects that somehow model the problem at hand. Software objects in the
      program can represent real or abstract entities in the problem domain. This is supposed to make the design
      of the program more natural and hence easier to get right and easier to understand.

      To some extent, OOP is just a change in point of view. We can think of an object in standard programming
      terms as nothing more than a set of variables together with some subroutines for manipulating those
      variables. In fact, it is possible to use object-oriented techniques in any programming language. However,
      there is a big difference between a language that makes OOP possible and one that actively supports it. An
      object-oriented programming language such as Java includes a number of features that make it very
      different from a standard language. In order to make effective use of those features, you have to "orient"
      your thinking correctly.


      Objects are closely related to classes. We have already been working with classes for several chapters, and
      we have seen that a class can contain variables and subroutines. If an object is also a collection of variables
      and subroutines, how do they differ from classes? And why does it require a different type of thinking to
      understand and use them effectively? In the one section where we worked with objects rather than classes,
      Section 3.7, it didn't seem to make much difference: We just left the word "static" out of the subroutine
      definitions!

      I have said that classes "describe" objects, or more exactly that the non-static portions of classes describe
      objects. But it's probably not very clear what this means. The more usual terminology is to say that objects
      belong to classes, but this might not be much clearer. (There is a real shortage of English words to properly
      distinguish all the concepts involved. An object certainly doesn't "belong" to a class in the same way that a
      member variable "belongs" to a class.) From the point of view of programming, it is more exact to say that
      classes are used to create objects. A class is a kind of factory for constructing objects. The non-static parts
      of the class specify, or describe, what variables and subroutines the objects will contain. This is part of the
      explanation of how objects differ from classes: Objects are created and destroyed as the program runs, and
      there can be many objects with the same structure, if they are created using the same class.

      Consider a simple class whose job is to group together a few static member variables. For example, the
      following class could be used to store information about the person who is using the program:
                     class UserData {
                         static String name;
                         static int age;
                     }

      In a program that uses this class, there is only one copy of each variable in the class, UserData.name
      and UserData.age. The class, UserData, and the variables it contains exist as long as the program
      runs. Now, consider a similar class that includes non-static variables:
                     class PlayerData {
                        String name;
                        int age;


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                     }

      In this case, there is no such variable as PlayerData.name or PlayerData.age, since name and
      age are not static members of PlayerData. So, there is nothing much in the class at all -- except the
      potential to create objects. But, it's a lot of potential, since it can be used to create any number of objects!
      Each of those objects will have its own variables called name and age. A program might use this class to
      store information about multiple players in a game. Each player has a name and an age. When a player joins
      the game, a new PlayerData object can be created to represent that player. If a player leaves the game,
      the PlayerData object that represents that player can be destroyed. A system of objects in the program is
      being used to dynamically model what is happening in the game. You can't do this with "static" variables!

      In Section 3.7, we worked with applets, which are objects. The reason they didn't seem to be any different
      from classes is because we were only working with one applet in each class that we looked at. But one class
      can be used to make many applets. Think of an applet that scrolls a message across a Web page. There
      could be several such applets on the same page, all created from the same class. If the scrolling message in
      the applet is stored in a non-static variable, then each applet will have its own variable, and each applet can
      show a different message. The situation is even clearer if you think about windows, which, like applets, are
      objects. As a program runs, many windows might be opened and closed, but all those windows can belong
      to the same class. Here again, we have a dynamic situation where multiple objects are created and destroyed
      as a program runs.


      An object that belongs to a class is said to be an instance of that class. The variables that the object contains
      are called instance variables. The subroutines that the object contains are called instance methods. (Recall
      that in the context of object-oriented programming, "method" is a synonym for "subroutine". From now on,
      for subroutines in objects, I will prefer the term "method.") For example, if the PlayerData class, as
      defined above, is used to create an object, then that object is an instance of the PlayerData class, and
      name and age are instance variables in the object. It is important to remember that the class of an object
      determines the types of the instance variables; however, the actual data is contained inside the individual
      objects, not the class. Thus, each object has its own set of data.

      An applet that scrolls a message across a Web page might include a subroutine named scroll(). Since
      the applet is an object, this subroutine is an instance method of the applet. The source code for the method
      is in the class that is used to create the applet. Still, it's better to think of the instance method as belonging to
      the object, not to the class. The non-static subroutines in the class merely specify what instance methods
      objects created from the class will contain. The scroll() methods in two different applets do the same
      thing in the sense that they both scroll messages across the screen. But there is a real difference between the
      two scroll() methods. The messages that they scroll can be different. (You might say that the
      subroutine definition in the class specifies what type of behavior the objects will have, but the specific
      behavior can vary from object to object, depending on the values of their instance variables.)

      As you can see, the static and the non-static portions of a class are very different things and serve very
      different purposes. Many classes contain only static members, or only non-static. However, it is possible to
      mix static and non-static members in a single class, and we'll see a few examples later in this chapter where
      it is reasonable to do so. By the way, static member variables and static member subroutines in a class are
      sometimes called class variables and class methods, since they belong to the class itself, rather than to
      instances of that class. This terminology is most useful when the class contains both static and non-static
      members.


      So far, I've been talking mostly in generalities, and I haven't given you much idea what you have to put in a
      program if you want to work with objects. Let's look at a specific example to see how it works. Consider
      this extremely simplified version of a Student class, which could be used to store information about
      students taking a course:
                     class Student {



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                          String name; // Student's name.
                          double test1, test2, test3;  // Grades on three tests.

                          double getAverage() { // compute average test grade
                             return (test1 + test2 + test3) / 3;
                          }

                     }    // end of class Student

      None of the members of this class are declared to be static, so the class exists only for creating objects.
      This class definition says that any object that is an instance of the Student class will include instance
      variables named name, test1, test2, and test3, and it will include an instance method named
      getAverage(). The names and tests in different objects will generally have different values. When
      called for a particular student, the method getAverage() will compute an average using that student's
      test grades. Different students can have different averages. (Again, this is what it means to say that an
      instance method belongs to an individual object, not to the class.)

      In Java, a class is a type, similar to the built-in types such as int and boolean. So, a class name can be
      used to specify the type of a variable in a declaration statement, the type of a formal parameter, or the return
      type of a function. For example, a program could define a variable named std of type Student with the
      statement

                                                            Student std;
      However, declaring a variable does not create an object! This is an important point, which is related to this
      Very Important Fact:

                                         In Java, no variable can ever hold an object.
                                       A variable can only hold a reference to an object.
      You should think of objects as floating around independently in the computer's memory. In fact, there is a
      portion of memory called the heap where objects live. Instead of holding an object itself, a variable holds
      the information necessary to find the object in memory. This information is called a reference or pointer to
      the object. In effect, a reference to an object is the address of the memory location where the object is
      stored. When you use a variable of class type, the computer uses the reference in the variable to find the
      actual object.

      Objects are actually created by an operator called new, which creates an object and returns a reference to
      that object. For example, assuming that std is a variable of type Student, declared as above, the
      assignment statement

                                                     std = new Student();

      would create a new object which is an instance of the class Student, and it would store a reference to that
      object in the variable std. The value of the variable is a reference to the object, not the object itself. It is
      not quite true, then, to say that the object is the "value of the variable std" (though sometimes it is hard to
      avoid using this terminology). It is certainly not at all true to say that the object is "stored in the variable
      std." The proper terminology is that "the variable std refers to the object," and I will try to stick to that
      terminology as much as possible.

      So, suppose that the variable std refers to an object belonging to the class Student. That object has
      instance variables name, test1, test2, and test3. These instance variables can be referred to as
      std.name, std.test1, std.test2, and std.test3. For example, a program might include the
      lines
                            System.out.println("Hello, " + std.name
                                                 + ". Your test grades are:");


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                            System.out.println(std.test1);
                            System.out.println(std.test2);
                            System.out.println(std.test3);

      This would output the name and test grades from the object to which std refers. Similarly, std can be
      used to call the getAverage() instance method in the object by saying std.getAverage(). To print
      out the student's average, you could say:
                            System.out.println( "Your average is " + std.getAverage() );

      More generally, you could use std.name any place where a variable of type String is legal. You can
      use it in expressions. You can assign a value to it. You can even use it to call subroutines from the String
      class. For example, std.name.length() is the number of characters in the student's name.

      It is possible for a variable like std, whose type is given by a class, to refer to no object at all. We say in
      this case that std holds a null reference. The null reference can be written in Java as "null". You could
      assign a null reference to the variable std by saying

                                                            std = null;

      and you could test whether the value of std is null by testing

                                                   if (std == null) . . .

      If the value of a variable is null, then it is, of course, illegal to refer to instance variables or instance
      methods through that variable -- since there is no object, and hence no instance variables to refer to. For
      example, if the value of the variable std is null, then it would be illegal to refer to std.test1. If your
      program attempts to use a null reference illegally like this, the result is an error called a null pointer
      exception.

      Let's look at a sequence of statements that work with objects:

                 Student std, std1,                          //   Declare four variables of
                           std2, std3;                       //     type Student.
                 std = new Student();                        //   Create a new object belonging
                                                             //     to the class Student, and
                                                             //     store a reference to that
                                                             //     object in the variable std.
                 std1 = new Student();                       //   Create a second Student object
                                                             //     and store a reference to
                                                             //     it in the variable std1.
                 std2 = std1;                                //   Copy the reference value in std1
                                                             //     into the variable std2.
                 std3 = null;                                //   Store a null reference in the
                                                             //     variable std3.

                 std.name = "John Smith"; // Set values of some instance variables.
                 std1.name = "Mary Jones";

                          // (Other instance variables have default
                          //    initial values of zero.)


      After the computer executes these statements, the situation in the computer's memory looks like this:




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      This picture shows variables as little boxes, labeled with the names of the variables. Objects are shown as
      boxes with round corners. When a variable contains a reference to an object, the value of that variable is
      shown as an arrow pointing to the object. The variable std3, with a value of null, doesn't point
      anywhere. The arrows from std1 and std2 both point to the same object. This illustrates a Very
      Important Point:

                                               When one object variable is assigned
                                               to another, only a reference is copied.
                                                The object referred to is not copied.

      When the assignment "std2 = std1;" was executed, no new object was created. Instead, std2 is set to
      refer to the same object that std1 refers to. This has some consequences that might be surprising. For
      example, std1.name and std2.name refer to exactly the same variable, namely the instance variable in
      the object that both std1 and std2 refer to. After the string "Mary Jones" is assigned to the variable
      std1.name, it is also be true that the value of std2.name is "Mary Jones". There is a potential for a
      lot of confusion here, but you can help protect yourself from it if you keep telling yourself, "The object is
      not in the variable. The variable just holds a pointer to the object."

      You can test objects for equality and inequality using the operators == and !=, but here again, the semantics
      are different from what you are used to. When you make a test "if (std1 == std2)", you are testing
      whether the values stored in std1 and std2 are the same. But the values are references to objects, not
      objects. So, you are testing whether std1 and std2 refer to the same object, that is, whether they point to
      the same location in memory. This is fine, if its what you want to do. But sometimes, what you want to
      check is whether the instance variables in the objects have the same values. To do that, you would need to
      ask whether "std1.test1 == std2.test1 && std1.test2 == std2.test2 &&
      std1.test3 == std3.test1 && std1.name.equals(std2.name)"

      I've remarked previously that Strings are objects, and I've shown the strings "Mary Jones" and
      "John Smith" as objects in the above illustration. A variable of type String can only hold a reference


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Java Programing: Section 5.1

      to a string, not the string itself. It could also hold the value null, meaning that it does not refer to any
      string at all. This explains why using the == operator to test strings for equality is not a good idea. Suppose
      that greeting is a variable of type String, and that the string it refers to is "Hello". Then would the
      test greeting == "Hello" be true? Well, maybe, maybe not. The variable greeting and the
      String literal "Hello" each refer to a string that contains the characters H-e-l-l-o. But the strings could
      still be different objects, that just happen to contain the same characters. The function
      greeting.equals("Hello") tests whether greeting and "Hello" contain the same characters,
      which is almost certainly the question you want to ask. The expression greeting == "Hello" tests
      whether greeting and "Hello" contain the same characters stored in the same memory location.


      The fact that variables hold references to objects, not objects themselves, has a couple of other
      consequences that you should be aware of. They follow logically, if you just keep in mind the basic fact that
      the object is not stored in the variable. The object is somewhere else; the variable points to it.

      Suppose that a variable that refers to an object is declared to be final. This means that the value stored in
      the variable can never be changed, once the variable has been initialized. The value stored in the variable is
      a reference to the object. So the variable will continue to refer to the same object as long as the variable
      exists. However, this does not prevent the data in the object from changing. The variable is final, not the
      object. It's perfectly legal to say
                      final Student stu = new Student();
                      stu.name = "John Doe"; // Change data in the object;
                                              // The value stored in stu is not changed.

      Next, suppose that obj is a variable that refers to an object. Let's consider at what happens when obj is
      passed as an actual parameter to a subroutine. The value of obj is assigned to a formal parameter in the
      subroutine, and the subroutine is executed. The subroutine has no power to change the value stored in the
      variable, obj. It only has a copy of that value. However, that value is a reference to an object. Since the
      subroutine has a reference to the object, it can change the data stored in the object. After the subroutine
      ends, obj still points to the same object, but the data stored in the object might have changed. Suppose x
      is a variable of type int and stu is a variable of type Student. Compare:

               void dontChange(int z) {                                            void change(Student s) {
                   z = 42;                                                              s.name = "Fred";
               }                                                                   }

               The lines:                                                          The lines:

                     x = 17;                                                            stu.name = "Jane";
                     dontChange(x);                                                     change(stu);
                     System.out.println(x);                                             System.out.println(stu.name);

               output the value 17.                                                output the value "Fred".

               The value of x is not                                               The value of stu is not
               changed by the subroutine,                                          changed, but stu.name is.
               which is equivalent to                                              This is equivalent to

                     z = x;                                                             s = stu;
                     z = 42;                                                            s.name = "Fred";



                                       [ Next Section | Previous Chapter | Chapter Index | Main Index ]




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Java Programing: Section 5.2

      Section 5.2
      Constructors and Object Initialization



      OBJECT TYPES IN JAVA ARE VERY DIFFERENT from the primitive types. Simply declaring a
      variable whose type is given as a class does not automatically create an object of that class. Objects must be
      explicitly constructed. For the computer, the process of constructing an object means, first, finding some
      unused memory in the heap that can be used to hold the object and, second, filling in the object's instance
      variables. As a programmer, you don't care where in memory the object is stored, but you will usually want
      to exercise some control over what initial values are stored in a new object's instance variables. In many
      cases, you will also want to do more complicated initialization or bookkeeping every time an object is
      created.

      An instance variable can be assigned an initial value in its declaration, just like any other variable. For
      example, consider a class named PairOfDice. An object of this class will represent a pair of dice. It will
      contain two instance variables to represent the numbers showing on the dice and an instance method for
      rolling the dice:
                     public class PairOfDice {

                            public int die1 = 3;                    // Number showing on the first die.
                            public int die2 = 4;                    // Number showing on the second die.

                            public void roll() {
                                    // Roll the dice by setting each of the dice to be
                                    // a random number between 1 and 6.
                                 die1 = (int)(Math.random()*6) + 1;
                                 die2 = (int)(Math.random()*6) + 1;
                            }

                     } // end class PairOfDice

      The instance variables die1 and die2 are initialized to the values 3 and 4 respectively. These
      initializations are executed whenever a PairOfDice object is constructed. It's important to understand
      when and how this happens. There can be many PairOfDice objects. Each time one is created, it gets its
      own instance variables, and the assignments "die1 = 3" and "die2 = 4" are executed to fill in the
      values of those variables. To make this clearer, consider a variation of the PairOfDice class:
                     public class PairOfDice {

                            public int die1 = (int)(Math.random()*6) + 1;
                            public int die2 = (int)(Math.random()*6) + 1;

                            public void roll() {
                                 die1 = (int)(Math.random()*6) + 1;
                                 die2 = (int)(Math.random()*6) + 1;
                            }

                     } // end class PairOfDice
      Here, the dice are initialized to random values, as if a new pair of dice were being thrown onto the gaming
      table. Since the initialization is executed for each new object, a set of random initial values will be
      computed for each new pair of dice. Different pairs of dice can have different initial values. For
      initialization of static member variables, of course, the situation is quite different. There is only one copy of
      a static variable, and initialization of that variable is executed just once, when the class is first loaded.


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      If you don't provide any initial value for an instance variable, a default initial value is provided
      automatically. Instance variables of numerical type (int, double, etc.) are automatically initialized to
      zero if you provide no other values; boolean variables are initialized to false; and char variables, to
      the Unicode character with code number zero. An instance variable can also be a variable of object type.
      For such variables, the default initial value is null. (In particular, since Strings are objects, the default
      initial value for String variables is null.)

      Objects are created with the operator, new. For example, a program that wants to use a PairOfDice
      object could say:
                     PairOfDice dice;   // Declare a variable of type PairOfDice.
                     dice = new PairOfDice(); // Construct a new object and store a
                                               //   reference to it in the variable.

      In this example, "new PairOfDice()" is an expression that allocates memory for the object, initializes
      the object's instance variables, and then returns a reference to the object. This reference is the value of the
      expression, and that value is stored by the assignment statement in the variable, dice. Part of this
      expression, "PairOfDice()", looks like a subroutine call, and that is no accident. It is, in fact, a call to a
      special type of subroutine called a constructor. This might puzzle you, since there is no such subroutine in
      the class definition. However, every class has a constructor. If the programmer doesn't provide one, then the
      system will provide a default constructor. This default constructor does nothing beyond the basics: allocate
      memory and initialize instance variables. If you want more than that to happen when an object is created,
      you can include one or more constructors in the class definition.

      The definition of a constructor looks much like the definition of any other subroutine, with three exceptions.
      A constructor does not have any return type (not even void). The name of the constructor must be the
      same as the name of the class in which it is defined. The only modifiers that can be used on a constructor
      definition are the access modifiers public, private, and protected. (In particular, a constructor
      can't be declared static.)
      However, a constructor does have a subroutine body of the usual form, a block of statements. There are no
      restrictions on what statements can be used. And it can have a list of formal parameters. In fact, the ability
      to include parameters is one of the main reasons for using constructors. The parameters can provide data to
      be used in the construction of the object. For example, a constructor for the PairOfDice class could
      provide the values that are initially showing on the dice. Here is what the class would look like in that case:
                     public class PairOfDice {

                            public int die1;                 // Number showing on the first die.
                            public int die2;                 // Number showing on the second die.

                            public PairOfDice(int val1, int val2) {
                                    // Constructor. Creates a pair of dice that
                                    // are initially showing the values val1 and val2.
                                 die1 = val1; // Assign specified values
                                 die2 = val2; //               to the instance variables.
                            }

                            public void roll() {
                                    // Roll the dice by setting each of the dice to be
                                    // a random number between 1 and 6.
                                 die1 = (int)(Math.random()*6) + 1;
                                 die2 = (int)(Math.random()*6) + 1;
                            }

                     } // end class PairOfDice



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      The constructor is declared as "public PairOfDice(int val1, int val2)...", with no return
      type and with the same name as the name of the class. This is how the Java compiler recognizes a
      constructor. The constructor has two parameters, and values for these parameters must be provided when
      the constructor is called. For example, the expression "new PairOfDice(3,4)" would create a
      PairOfDice object in which the values of the instance variables die1 and die2 are initially 3 and 4. Of
      course, in a program, the value returned by the constructor should be used in some way, as in

                 PairOfDice dice;            // Declare a variable of type PairOfDice.
                 dice = new PairOfDice(1,1); // Let dice refer to a new PairOfDice
                                             //   object that initially shows 1, 1.

      Now that we've added a constructor to the PairOfDice class, we can no longer create an object by saying
      "new PairOfDice()"! The system provides a default constructor for a class only if the class definition
      does not already include a constructor. However, this is not a big problem, since we can add a second
      constructor to the class, one that has no parameters. In fact, you can have as many different constructors as
      you want, as long as their signatures are different, that is, as long as they have different numbers or types of
      formal parameters. In the PairOfDice class, we might have a constructor with no parameters which
      produces a pair of dice showing random numbers:
                     public class PairOfDice {

                            public int die1;                 // Number showing on the first die.
                            public int die2;                 // Number showing on the second die.

                            public PairOfDice() {
                                    // Constructor. Rolls the dice, so that they initially
                                    // show some random values.
                                roll(); // Call the roll() method to roll the dice.
                            }

                            public PairOfDice(int val1, int val2) {
                                    // Constructor. Creates a pair of dice that
                                    // are initially showing the values val1 and val2.
                                die1 = val1; // Assign specified values
                                die2 = val2; //             to the instance variables.
                            }

                            public void roll() {
                                    // Roll the dice by setting each of the dice to be
                                    // a random number between 1 and 6.
                                die1 = (int)(Math.random()*6) + 1;
                                die2 = (int)(Math.random()*6) + 1;
                            }

                     } // end class PairOfDice

      Now we have the option of constructing a PairOfDice object either with "new PairOfDice()" or
      with "new PairOfDice(x,y)", where x and y are int-valued expressions.
      This class, once it is written, can be used in any program that needs to work with one or more pairs of dice.
      None of those programs will ever have to use the obscure incantation
      "(int)(Math.random()*6)+1", because it's done inside the PairOfDice class. And the
      programmer, having once gotten the dice-rolling thing straight will never have to worry about it again.
      Here, for example, is a main program that uses the PairOfDice class to count how many times two pairs
      of dice are rolled before the two pairs come up showing the same value:



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             public class RollTwoPairs {

                     public static void main(String[] args) {

                            PairOfDice firstDice; // Refers to the first pair of dice.
                            firstDice = new PairOfDice();

                            PairOfDice secondDice; // Refers to the second pair of dice.
                            secondDice = new PairOfDice();

                            int countRolls;               // Counts how many times the two pairs of
                                                          //    dice have been rolled.

                            int total1;                   // Total showing on first pair of dice.
                            int total2;                   // Total showing on second pair of dice.

                            countRolls = 0;

                            do {      // Roll the two pairs of dice until totals are the same.

                                   firstDice.roll();    // Roll the first pair of dice.
                                   total1 = firstDice.die1 + firstDice.die2;   // Get total.
                                   System.out.println("First pair comes up " + total1);

                                   secondDice.roll();    // Roll the second pair of dice.
                                   total2 = secondDice.die1 + secondDice.die2;   // Get total.
                                   System.out.println("Second pair comes up " + total2);

                                   countRolls++;               // Count this roll.

                                   System.out.println();                   // Blank line.

                            } while (total1 != total2);

                            System.out.println("It took " + countRolls
                                              + " rolls until the totals were the same.");

                     } // end main()

             } // end class RollTwoPairs


      This applet simulates this program:

                                                      Sorry, your browser doesn't
                                                             support Java.


      Constructors are subroutines, but they are subroutines of a special type. They are certainly not instance
      methods, since they don't belong to objects. Since they are responsible for creating objects, they exist before
      any objects have been created. They are more like static member subroutines, but they are not and
      cannot be declared to be static. In fact, according to the Java language specification, they are technically
      not members of the class at all!

      Unlike other subroutines, a constructor can only be called using the new operator, in an expression that has
      the form


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                                                new class-name ( parameter-list )

      where the parameter-list is possibly empty. I call this an expression because it computes and returns a
      value, namely a reference to the object that is constructed. Most often, you will store the returned reference
      in a variable, but it is also legal to use a constructor call in other ways, for example as a parameter in a
      subroutine call or as part of a more complex expression. Of course, if you don't save the reference in a
      variable, you won't have any way of referring to the object that was just created.

      A constructor call is more complicated than an ordinary subroutine or function call. It is helpful to
      understand the exact steps that the computer goes through to execute a constructor call:
          1. First, the computer gets a block of unused memory in the heap, large enough to hold an object of the
             specified type.
          2. It initializes the instance variables of the object. If the declaration of an instance variable specifies
             an initial value, then that value is computed and stored in the instance variable. Otherwise, the
             default initial value is used.
          3. The actual parameters in the constructor, if any, are evaluated, and the values are assigned to the
             formal parameters of the constructor.
          4. The statements in the body of the constructor, if any, are executed.
          5. A reference to the object is returned as the value of the constructor call.

      The end result of this is that you have a reference to a newly constructed object. You can use this reference
      to get at the instance variables in that object or to call its instance methods.


      For another example, let's rewrite the Student class that was used in Section 1. I'll add a constructor, and
      I'll also take the opportunity to make the instance variable, name, private.
                     public class Student {

                          private String name;                                        // Student's name.
                          public double test1, test2, test3;                          // Grades on three tests.

                          Student(String theName) {
                               // Constructor for Student objects;
                               // provides a name for the Student.
                             name = theName;
                          }

                          public String getName() {
                               // Accessor method for reading value of private
                               // instance variable, name.
                             return name;
                          }

                          public double getAverage() {
                               // Compute average test grade.
                             return (test1 + test2 + test3) / 3;
                          }

                     }    // end of class Student

      An object of type Student contains information about some particular student. The constructor in this
      class has a parameter of type String, which specifies the name of that student. Objects of type Student
      can be created with statements such as:
                     std = new Student("John Smith");

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                     std1 = new Student("Mary Jones");

      In the original version of this class, the value of name had to be assigned by a program after it created the
      object of type Student. There was no guarantee that the programmer would always remember to set the
      name properly. In the new version of the class, there is no way to create a Student object except by
      calling the constructor, and that constructor automatically sets the name. The programmer's life is made
      easier, and whole hordes of frustrating bugs are squashed before they even have a chance to be born.

      Another type of guarantee is provided by the private modifier. Since the instance variable, name, is
      private, there is no way for any part of the program outside the Student class to get at the name
      directly. The program sets the value of name, indirectly, when it calls the constructor. I've provided a
      function, getName(), that can be used from outside the class to find out the name of the student. But I
      haven't provided any way to change the name. Once a student object is created, it keeps the same name as
      long as it exists.


      Garbage Collection
      So far, this section has been about creating objects. What about destroying them? In Java, the destruction of
      objects takes place automatically.

      An object exists in the heap, and it can be accessed only through variables that hold references to the object.
      What should be done with an object if there are no variables that refer to it? Such things can happen.
      Consider the following two statements (though in reality, you'd never do anything like this):
                          Student std = new Student("John Smith");
                          std = null;

      In the first line, a reference to a newly created Student object is stored in the variable std. But in the
      next line, the value of std is changed, and the reference to the Student object is gone. In fact, there are
      now no references whatsoever to that object stored in any variable. So there is no way for the program ever
      to use the object again. It might as well not exist. In fact, the memory occupied by the object should be
      reclaimed to be used for another purpose.

      Java uses a procedure called garbage collection to reclaim memory occupied by objects that are no longer
      accessible to a program. It is the responsibility of the system, not the programmer, to keep track of which
      objects are "garbage". In the above example, it was very easy to see that the Student object had become
      garbage. Usually, it's much harder. If an object has been used for a while, there might be several references
      to the object stored in several variables. The object doesn't become garbage until all those references have
      been dropped.

      In many other programing languages, it's the programmer's responsibility to delete the garbage.
      Unfortunately, keeping track of memory usage is very error-prone, and many serious program bugs are
      caused by such errors. A programmer might accidently delete an object even though there are still
      references to that object. This is called a dangling pointer error, and it leads to problems when the program
      tries to access an object that is no longer there. Another type of error is a memory leak, where a
      programmer neglects to delete objects that are no longer in use. This can lead to filling memory with
      objects that are completely inaccessible, and the program might run out of memory even though, in fact,
      large amounts of memory are being wasted.

      Because Java uses garbage collection, such errors are simply impossible. You might wonder why all
      languages don't use garbage collection. In the past, it was considered too slow and wasteful. However,
      research into garbage collection techniques combined with the incredible speed of modern computers have
      combined to make garbage collection feasible. Programmers should rejoice.




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                                       [ Next Section | Previous Section | Chapter Index | Main Index ]




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      Section 5.3
      Programming with Objects



      THERE ARE SEVERAL WAYS in which object-oriented concepts can be applied to the process of
      designing and writing programs. The broadest of these is object-oriented analysis and design which applies
      an object-oriented methodology to the earliest stages of program development, during which the overall
      design of a program is created. Here, the idea is to identify things in the problem domain that can be
      modeled as objects. On another level, object-oriented programming encourages programmers to produce
      generalized software components that can be used in a wide variety of programming projects.


      Generalized Software Components
      Every programmer builds up a stock of techniques and expertise expressed as snippets of code that can be
      reused in new programs using the tried-and-true method of cut-and-paste: The old code is physically copied
      into the new program and then edited to customize it as necessary. The problem is that the editing is
      error-prone and time-consuming, and the whole enterprise is dependent on the programmer's ability to pull
      out that particular piece of code from last year's project that looks like it might be made to fit. (On the level
      of a corporation that wants to save money by not reinventing the wheel for each new project, just keeping
      track of all the old wheels becomes a major task.)

      Well-designed classes are software components that can be reused without editing. A well-designed class is
      not carefully crafted to do a particular job in a particular program. Instead, it is crafted to model some
      particular type of object or a single coherent concept. Since objects and concepts can recur in many
      problems, a well-designed class is likely to be reusable without modification in a variety of projects.

      Furthermore, in an object-oriented programming language, it is possible to make subclasses of an existing
      class. This makes classes even more reusable. If a class needs to be customized, a subclass can be created,
      and additions or modifications can be made in the subclass without making any changes to the original
      class. This can be done even if the programmer doesn't have access to the source code of the class and
      doesn't know any details of its internal, hidden implementation. We will discuss subclasses in the next
      section.


      Object-oriented Analysis and Design
      A large programming project goes through a number of stages, starting with specification of the problem to
      be solved, followed by analysis of the problem and design of a program to solve it. Then comes coding, in
      which the program's design is expressed in some actual programming language. This is followed by testing
      and debugging of the program. After that comes a long period of maintenance, which means fixing any new
      problems that are found in the program and modifying it to adapt it to changing requirements. Together,
      these stages form what is called the software life cycle. (In the real world, the ideal of consecutive stages is
      seldom if ever achieved. During the analysis stage, it might turn out that the specifications are incomplete
      or inconsistent. A problem found during testing requires at least a brief return to the coding stage. If the
      problem is serious enough, it might even require a new design. Maintenance usually involves redoing some
      of the work from previous stages....)

      Large, complex programming projects are only likely to succeed if a careful, systematic approach is
      adopted during all stages of the software life cycle. The systematic approach to programming, using
      accepted principles of good design, is called software engineering. The software engineer tries to efficiently
      construct programs that verifyably meet their specifications and that are easy to modify if necessary. There
      is a wide range of "methodologies" that can be applied to help in the systematic design of programs. (Most

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      of these methodologies seem to involve drawing little boxes to represent program components, with labeled
      arrows to represent relationships among the boxes.)

      We have been discussing object orientation in programming languages, which is relevant to the coding
      stage of program development. But there are also object-oriented methodologies for analysis and design.
      The question in this stage of the software life cycle is, How can one discover or invent the overall structure
      of a program? As an example of a rather simple object-oriented approach to analysis and design, consider
      this advice: Write down a description of the problem. Underline all the nouns in that description. The nouns
      should be considered as candidates for becoming classes or objects in the program design. Similarly,
      underline all the verbs. These are candidates for methods. This is your starting point. Further analysis might
      uncover the need for more classes and methods, and it might reveal that subclassing can be used to take
      advantage of similarities among classes.

      This is perhaps a bit simple-minded, but the idea is clear and the general approach can be effective: Analyze
      the problem to discover the concepts that are involved, and create classes to represent those concepts. The
      design should arise from the problem itself, and you should end up with a program whose structure reflects
      the structure of the problem in a natural way.


      Programming Examples
      The PairOfDice class in the previous section is already an example of a generalized software
      component, although one that could certainly be improved. The class represents a single, coherent concept,
      "a pair of dice." The instance variables hold the data relevant to the state of the dice, that is, the number
      showing on each of the dice. The instance method represents the behaviour of a pair of dice, that is, the
      ability to be rolled. This class would be reusable in many different programming projects.

      On the other hand, the Student class from the previous section is not very reusable. It seems to be crafted
      to represent students in a particular course where the grade will be based on three tests. If there are more
      tests or quizzes or papers, it's useless. If there are two people in the class who have the same name, we are
      in trouble (one reason why numerical student ID's are often used). Admittedly, it's much more difficult to
      develop a general-purpose student class than a general-purpose pair-of-dice class. But this particular
      Student class is good mostly as an example in a programming textbook.
      Let's do another example in a domain that is simple enough that we have a chance of coming up with
      something reasonably reusable. Consider card games that are played with a standard deck of playing cards
      (a so-called "poker" deck, since it is used in the game of poker). In a typical card game, each player gets a
      hand of cards. The deck is shuffled and cards are dealt one at a time from the deck and added to the players'
      hands. In some games, cards can be removed from a hand, and new cards can be added. The game is won or
      lost depending on the value (ace, 2, ..., king) and suit (spades, diamonds, clubs, hearts) of the cards that a
      player receives. If we look for nouns in this description, there are several candidates for objects: game,
      player, hand, card, deck, value, and suit. Of these, the value and the suit of a card are simple values, and
      they will just be represented as instance variables in a Card object. In a complete program, the other five
      nouns might be represented by classes. But let's work on the ones that are most obviously reusable: card,
      hand, and deck.

      If we look for verbs in the description of a card game, we see that we can shuffle a deck and deal a card
      from a deck. This gives use us two candidates for instance methods in a Deck class. Cards can be added to
      and removed from hands. This gives two candidates for instance methods in a Hand class. Cards are
      relatively passive things, but we need to be able to determine their suits and values. We will discover more
      instance methods as we go along.

      First, we'll design the deck class in detail. When a deck of cards is first created, it contains 52 cards in some
      standard order. The Deck class will need a constructor to create a new deck. The constructor needs no
      parameters because any new deck is the same as any other. There will be an instance method called
      shuffle() that will rearrange the 52 cards into a random order. The dealCard() instance method will


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      get the next card from the deck. This will be a function with a return type of Card, since the caller needs to
      know what card is being dealt. It has no parameters. What will happen if there are no more cards in the deck
      when its dealCard() method is called? It should probably be considered an error to try to deal a card
      from an empty deck. But this raises another question: How will the rest of the program know whether the
      deck is empty? Of course, the program could keep track of how many cards it has used. But the deck itself
      should know how many cards it has left, so the program should just be able to ask the deck object. We can
      make this possible by specifying another instance method, cardsLeft(), that returns the number of
      cards remaining in the deck. This leads to a full specification of all the subroutines in the Deck class:

               Constructor and instance methods in class Deck:

                        public Deck()
                               // Constructor.                    Create an unshuffled deck of cards.

                        public void shuffle()
                              // Put all the used cards back into the deck,
                              // and shuffle it into a random order.

                        public int cardsLeft()
                              // As cards are dealt from the deck, the number of
                              // cards left decreases. This function returns the
                              // number of cards that are still left in the deck.

                        public Card dealCard()
                              // Deals one card from the deck and returns it.


      This is everything you need to know in order to use the Deck class. Of course, it doesn't tell us how to
      write the class. This has been an exercise in design, not in programming. In fact, writing the class involves a
      programming technique, arrays, which will not be covered until Chapter 8. Nevertheless, you can look at
      the source code, Deck.java, if you want. And given the source code, you can use the class in your programs
      without understanding the implementation.

      We can do a similar analysis for the Hand class. When a hand object is first created, it has no cards in it.
      An addCard() instance method will add a card to the hand. This method needs a parameter of type Card
      to specify which card is being added. For the removeCard() method, a parameter is needed to specify
      which card to remove. But should we specify the card itself ("Remove the ace of spades"), or should we
      specify the card by its position in the hand ("Remove the third card in the hand")? Actually, we don't have
      to decide, since we can allow for both options. We'll have two removeCard() instance methods, one
      with a parameter of type Card specifying the card to be removed and one with a parameter of type int
      specifying the position of the card in the hand. (Remember that you can have two methods in a class with
      the same name, provided they have different types of parameters.) Since a hand can contain a variable
      number of cards, it's convenient to be able to ask a hand object how many cards it contains. So, we need an
      instance method getCardCount() that returns the number of cards in the hand. When I play cards, I like
      to arrange the cards in my hand so that cards of the same value are next to each other. Since this is a
      generally useful thing to be able to do, we can provide instance methods for sorting the cards in the hand.
      Here is a full specification for a reusable Hand class:

               Constructor and instance methods in class Hand:

                      public Hand() {
                            // Create a Hand object that is initially empty.

                      public void clear() {
                            // Discard all cards from the hand, making the hand empty.


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                      public void addCard(Card c) {
                            // Add the card c to the hand. c should be non-null.
                            // (If c is null, nothing is added to the hand.)

                      public void removeCard(Card c) {
                            // If the specified card is in the hand, it is removed.

                      public void removeCard(int position) {
                            // If the specified position is a valid position in the
                            // hand, then the card in that position is removed.

                      public int getCardCount() {
                            // Return the number of cards in the hand.

                      public Card getCard(int position) {
                             // Get the card from the hand in given position, where
                             // positions are numbered starting from 0. If the
                             // specified position is not the position number of
                             // a card in the hand, then null is returned.

                      public void sortBySuit() {
                            // Sorts the cards in the hand so that cards of the same
                            // suit are grouped together, and within a suit the cards
                            // are sorted by value. Note that aces are considered
                            // to have the lowest value, 1.

                      public void sortByValue() {
                            // Sorts the cards in the hand so that cards of the same
                            // value are grouped together. Cards with the same value
                            // are sorted by suit. Note that aces are considered
                            // to have the lowest value, 1.


      Again, you don't yet know enough to implement this class. But given the source code, Hand.java, you can
      use the class in your own programming projects.

      We have covered enough material to write a Card class. The class will have a constructor that specifies the
      value and suit of the card that is being created. There are four suits, which can be represented by the
      integers 0, 1, 2, and 3. It would be tough to remember which number represents which suit, so I've defined
      named constants in the Card class to represent the four possibilities. For example, Card.SPADES is a
      constant that represents the suit, spades. (These constants are declared to be public final static
      ints. This is one case in which it makes sense to have static members in a class that otherwise has
      only instance variables and instance methods.) The possible values of a card are the numbers 1, 2, ..., 13,
      with 1 standing for an ace, 11 for a jack, 12 for a queen, and 13 for a king. Again, I've defined some named
      constants to represent the values of aces and face cards. So, cards can be constructed by statements such as:
               card1 = new Card( Card.ACE, Card.SPADES ); // Construct ace of spades.
               card2 = new Card( 10, Card.DIAMONDS );   // Construct 10 of diamonds.
               card3 = new Card( v, s ); // This is OK, as long as v and s
                                            //               are integer expressions.

      A Card object needs instance variables to represent its value and suit. I've made these private so that
      they cannot be changed from outside the class, and I've provided instance methods getSuit() and
      getValue() so that it will be possible to discover the suit and value from outside the class. The instance
      variables are initialized in the constructor, and are never changed after that. In fact, I've declared the



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      instance variables suit and value to be final, since they are never changed after they are initialized.
      (An instance variable can be declared final provided it is either given an initial value in its declaration or
      is initialized in every constructor in the class.)

      Finally, I've added a few convenience methods to the class to make it easier to print out cards in a
      human-readable form. For example, I want to be able to print out the suit of a card as the word "Diamonds",
      rather than as the meaningless code number 2, which is used in the class to represent diamonds. Since this is
      something that I'll probably have to do in many programs, it makes sense to include support for it in the
      class. So, I've provided instance methods getSuitAsString() and getValueAsString() to return
      string representations of the suit and value of a card. Finally, there is an instance method toString()
      that returns a string with both the value and suit, such as "Queen of Hearts". There is a good reason for
      calling this method toString(). When any object is output with System.out.print(), the object's
      toString() method is called to produce the string representation of the object. For example, if card
      refers to an object of type Card, then System.out.println(card) is equivalent to
      System.out.println(card.toString()). Similarly, if an object is appended to a string using
      the + operator, the object's toSring() method is used. Thus,
                          System.out.println( "Your card is the " + card );
      is equivalent to
                          System.out.println( "Your card is the " + card.toString() );
      If the card is the queen of hearts, either of these will print out "Your card is the Queen of Hearts".

      Here is the complete Card class. It is general enough to be highly reusable, so the work that went into
      designing, writing, and testing it pays off handsomely in the long run.


            /*
                 An object of class card represents one of the 52 cards in a
                 standard deck of playing cards. Each card has a suit and
                 a value.
            */

            public class Card {

                   public final static int SPADES = 0,                                  // Codes for the 4 suits.
                                           HEARTS = 1,
                                           DIAMONDS = 2,
                                           CLUBS = 3;

                   public final static int ACE = 1,                                    // Codes for non-numeric cards.
                                           JACK = 11,                                  //   Cards 2 through 10 have
                                           QUEEN = 12,                                 //   their numerical values
                                           KING = 13;                                  //   for their codes.

                   private final int suit;                       // The suit of this card, one of the
                                                                 //    four constants: SPADES, HEARTS,
                                                                 //    DIAMONDS, CLUBS.

                   private final int value;                      // The value of this card, from 1 to 13.

                   public Card(int theValue, int theSuit) {
                           // Construct a card with the specified value and suit.
                           // Value must be between 1 and 13. Suit must be between
                           // 0 and 3. If the parameters are outside these ranges,


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                              // the constructed card object will be invalid.
                          value = theValue;
                          suit = theSuit;
                   }

                   public int getSuit() {
                           // Return the int that codes for this card's suit.
                       return suit;
                   }

                   public int getValue() {
                           // Return the int that codes for this card's value.
                       return value;
                   }

                   public String getSuitAsString() {
                           // Return a String representing the card's suit.
                           // (If the card's suit is invalid, "??" is returned.)
                       switch ( suit ) {
                          case SPADES:   return "Spades";
                          case HEARTS:   return "Hearts";
                          case DIAMONDS: return "Diamonds";
                          case CLUBS:    return "Clubs";
                          default:       return "??";
                       }
                   }

                   public String getValueAsString() {
                           // Return a String representing the card's value.
                           // If the card's value is invalid, "??" is returned.
                       switch ( value ) {
                          case 1:   return "Ace";
                          case 2:   return "2";
                          case 3:   return "3";
                          case 4:   return "4";
                          case 5:   return "5";
                          case 6:   return "6";
                          case 7:   return "7";
                          case 8:   return "8";
                          case 9:   return "9";
                          case 10: return "10";
                          case 11: return "Jack";
                          case 12: return "Queen";
                          case 13: return "King";
                          default: return "??";
                       }
                   }

                   public String toString() {
                          // Return a String representation of this card, such as
                          // "10 of Hearts" or "Queen of Spades".
                       return getValueAsString() + " of " + getSuitAsString();
                   }


            } // end class Card


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      I will finish this section by presenting a complete program that uses the Card and Deck classes. The
      program lets the user play a very simple card game called HighLow. A deck of cards is shuffled, and one
      card is dealt from the deck and shown to the user. The user predicts whether the next card from the deck
      will be higher or lower than the current card. If the user predicts correctly, then the next card from the deck
      becomes the current card, and the user makes another prediction. This continues until the user makes an
      incorrect prediction. The number of correct predictions is the user's score.

      My program has a subroutine that plays one game of HighLow. This subroutine has a return value that
      represents the user's score in the game. The main() routine lets the user play several games of HighLow.
      At the end, it reports the user's average score.

      I won't go through the development of the algorithms used in this program, but I encourage you to read it
      carefully and make sure that you understand how it works. Here is the program:


             /*
                   This program lets the user play HighLow, a simple card game
                   that is described in the output statements at the beginning of
                   the main() routine. After the user plays several games,
                   the user's average score is reported.
             */


             public class HighLow {


                   public static void main(String[] args) {

                        TextIO.putln("This program lets you play the simple card game,");
                        TextIO.putln("HighLow. A card is dealt from a deck of cards.");
                        TextIO.putln("You have to predict whether the next card will be");
                        TextIO.putln("higher or lower. Your score in the game is the");
                        TextIO.putln("number of correct predictions you make before");
                        TextIO.putln("you guess wrong.");
                        TextIO.putln();

                        int gamesPlayed = 0;                        //   Number of games user has played.
                        int sumOfScores = 0;                        //   The sum of all the scores from
                                                                    //        all the games played.
                        double averageScore;                        //   Average score, computed by dividing
                                                                    //        sumOfScores by gamesPlayed.
                        boolean playAgain;                          //   Record user's response when user is
                                                                    //     asked whether he wants to play
                                                                    //     another game.

                        do {
                           int scoreThisGame;        // Score for one game.
                           scoreThisGame = play();   // Play the game and get the score.
                           sumOfScores += scoreThisGame;
                           gamesPlayed++;
                           TextIO.put("Play again? ");
                           playAgain = TextIO.getlnBoolean();
                        } while (playAgain);


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                        averageScore = ((double)sumOfScores) / gamesPlayed;

                        TextIO.putln();
                        TextIO.putln("You played " + gamesPlayed + " games.");
                        TextIO.putln("Your average score was " + averageScore);

                   }    // end main()


                   static int play() {
                         // Lets the user play one game of HighLow, and returns the
                         // user's score in the game.

                        Deck deck = new Deck();                     // Get a new deck of cards, and
                                                                    //   store a reference to it in
                                                                    //   the variable, Deck.

                        Card currentCard;                // The current card, which the user sees.

                        Card nextCard;                // The next card in the deck. The user tries
                                                      //    to predict whether this is higher or lower
                                                      //    than the current card.

                        int correctGuesses ;                   // The number of correct predictions the
                                                               //   user has made. At the end of the game,
                                                               //   this will be the user's score.

                        char guess;              // The user's guess. 'H' if the user predicts that
                                                 //   the next card will be higher, 'L' if the user
                                                 //   predicts that it will be lower.

                        deck.shuffle();
                        correctGuesses = 0;
                        currentCard = deck.dealCard();
                        TextIO.putln("The first card is the " + currentCard);

                        while (true) {              // Loop ends when user's prediction is wrong.

                               /* Get the user's prediction, 'H' or 'L'. */

                               TextIO.put("Will the next card be higher (H) or lower (L)?              ");
                               do {
                                    guess = TextIO.getlnChar();
                                    guess = Character.toUpperCase(guess);
                                    if (guess != 'H' && guess != 'L')
                                       TextIO.put("Please respond with H or L: ");
                               } while (guess != 'H' && guess != 'L');

                               /* Get the next card and show it to the user. */

                               nextCard = deck.dealCard();
                               TextIO.putln("The next card is " + nextCard);

                               /* Check the user's prediction. */



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                               if (nextCard.getValue() == currentCard.getValue()) {
                                  TextIO.putln("The value is the same as the previous card.");
                                  TextIO.putln("You lose on ties. Sorry!");
                                  break; // End the game.
                               }
                               else if (nextCard.getValue() > currentCard.getValue()) {
                                  if (guess == 'H') {
                                      TextIO.putln("Your prediction was correct.");
                                      correctGuesses++;
                                  }
                                  else {
                                      TextIO.putln("Your prediction was incorrect.");
                                      break; // End the game.
                                  }
                               }
                               else { // nextCard is lower
                                  if (guess == 'L') {
                                      TextIO.putln("Your prediction was correct.");
                                      correctGuesses++;
                                  }
                                  else {
                                      TextIO.putln("Your prediction was incorrect.");
                                      break; // End the game.
                                  }
                               }

                               /* To set up for the next iteration of the loop, the nextCard
                                  becomes the currentCard, since the currentCard has to be
                                  the card that the user sees, and the nextCard will be
                                  set to the next card in the deck after the user makes
                                  his prediction. */

                               currentCard = nextCard;
                               TextIO.putln();
                               TextIO.putln("The card is " + currentCard);

                        } // end of while loop

                        TextIO.putln();
                        TextIO.putln("The game is over.");
                        TextIO.putln("You made " + correctGuesses
                                                             + " correct predictions.");
                        TextIO.putln();

                        return correctGuesses;

                   }    // end play()


             } // end class HighLow


      Here is an applet that simulates the program:

                                                      Sorry, your browser doesn't
                                                             support Java.


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                                       [ Next Section | Previous Section | Chapter Index | Main Index ]




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Java Programing: Section 5.4

      Section 5.4
      Inheritance, Polymorphism, and Abstract Classes



      A CLASS REPRESENTS A SET OF OBJECTS which share the same structure and behaviors. The class
      determines the structure of objects by specifying variables that are contained in each instance of the class,
      and it determines behavior by providing the instance methods that express the behavior of the objects. This
      is a powerful idea. However, something like this can be done in most programming languages. The central
      new idea in object-oriented programming -- the idea that really distinguishes it from traditional
      programming -- is to allow classes to express the similarities among objects that share some, but not all, of
      their structure and behavior. Such similarities can expressed using inheritance and polymorphism.

      The topics covered in this section are relatively advanced aspects of object-oriented programming. Any
      programmer should know what is meant by subclass, inheritance, and polymorphism. However, it will
      probably be a while before you actually do anything with inheritance except for extending classes that
      already exist.


      The term inheritance refers to the fact that one class can inherit part or all of its structure and behavior from
      another class. The class that does the inheriting is said to be a subclass of the class from which it inherits. If
      class B is a subclass of class A, we also say that class A is a superclass of class B.
      (Sometimes the terms derived class and base class are used instead of subclass and
      superclass.) A subclass can add to the structure and behavior that it inherits. It can
      also replace or modify inherited behavior (though not inherited structure). The
      relationship between subclass and superclass is sometimes shown by a diagram in
      which the subclass is shown below, and connected to, its superclass.

      In Java, when you create a new class, you can declare that it is a subclass of an
      existing class. If you are defining a class named "B" and you want it to be a subclass
      of a class named "A", you would write
                     class B extends A {
                         .
                         . // additions to, and modifications of,
                         . // stuff inherited from class A
                         .
                     }


                                                                    Several classes can be declared as subclasses of the
                                                                    same superclass. The subclasses, which might be
                                                                    referred to as "sibling classes," share some structures
                                                                    and behaviors -- namely, the ones they inherit from
                                                                    their common superclass. The superclass expresses
                                                                    these shared structures and behaviors. In the diagram to
                                                                    the left, classes B, C, and D are sibling classes.
                                                                    Inheritance can also extend over several "generations"
                                                                    of classes. This is shown in the diagram, where class E
                                                                    is a subclass of class D which is itself a subclass of
                                                                    class A. In this case, class E is considered to be a
                                                                    subclass of class A, even though it is not a direct
                                                                    subclass.




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      Let's look at an example. Suppose that a program has to
      deal with motor vehicles, including cars, trucks, and
      motorcycles. (This might be a program used by a
      Department of Motor Vehicles to keep track of
      registrations.) The program could use a class named
      Vehicle to represent all types of vehicles. The
      Vehicle class could include instance variables such
      as registrationNumber and owner and instance
      methods such as transferOwnership(). These are variables and methods common to all vehicles.
      Three subclasses of Vehicle -- Car, Truck, and Motorcycle -- could then be used to hold variables
      and methods specific to particular types of vehicles. The Car class might add an instance variable
      numberOfDoors, the Truck class might have numberOfAxels, and the Motorcycle class could
      have a boolean variable hasSidecar. (Well, it could in theory at least, even if it might give a chuckle to
      the people at the Department of Motor Vehicles.) The declarations of these classes in Java program would
      look, in outline, like this:
               class Vehicle {
                  int registrationNumber;
                  Person owner; // (assuming that a Person class has been defined)
                  void transferOwnership(Person newOwner) {
                      . . .
                  }
                  . . .
               }
               class Car extends Vehicle {
                  int numberOfDoors;
                  . . .
               }
               class Truck extends Vehicle {
                  int numberOfAxels;
                  . . .
               }
               class Motorcycle extends Vehicle {
                  boolean hasSidecar;
                  . . .
               }

      Suppose that myCar is a variable of type Car that has been declared and initialized with the statement

                                                   Car myCar = new Car();
      (Note that, as with any variable, it is OK to declare a variable and initialize it in a single statement. This is
      equivalent to the declaration "Car myCar;" followed by the assignment statement "myCar = new
      Car();".) Given this declaration, a program could to refer to myCar.numberOfDoors, since
      numberOfDoors is an instance variable in the class Car. But since class Car extends class Vehicle, a
      car also has all the structure and behavior of a vehicle. This means that myCar.registrationNumber,
      myCar.owner, and myCar.transferOwnership() also exist.
      Now, in the real world, cars, trucks, and motorcycles are in fact vehicles. The same is true in a program.
      That is, an object of type Car or Truck or Motorcycle is automatically an object of type Vehicle.
      This brings us to the following Important Fact:

                                               A variable that can hold a reference
                                         to an object of class A can also hold a reference
                                           to an object belonging to any subclass of A.

      The practical effect of this in our example is that an object of type Car can be assigned to a variable of type


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      Vehicle. That is, it would be legal to say

                                               Vehicle myVehicle = myCar;
      or even

                                            Vehicle myVehicle = new Car();

      After either of these statements, the variable myVehicle holds a reference to a Vehicle object that
      happens to be an instance of the subclass, Car. The object "remembers" that it is in fact a Car, and not just
      a Vehicle. Information about the actual class of an object is stored as part of that object. It is even
      possible to test whether a given object belongs to a given class, using the instanceof operator. The test:

                                         if (myVehicle instanceof Car) ...

      determines whether the object referred to by myVehicle is in fact a car.

      On the other hand, if myVehicle is a variable of type Vehicle the assignment statement

                                                      myCar = myVehicle;

      would be illegal because myVehicle could potentially refer to other types of vehicles that are not cars.
      This is similar to a problem we saw previously in Section 2.5: The computer will not allow you to assign an
      int value to a variable of type short, because not every int is a short. Similarly, it will not allow you
      to assign a value of type Vehicle to a variable of type Car because not every vehicle is a car. As in the
      case of ints and shorts, the solution here is to use type-casting. If, for some reason, you happen to
      know that myVehicle does in fact refer to a Car, you can use the type cast (Car)myVehicle to tell
      the computer to treat myVehicle as if it were actually of type Car. So, you could say

                                                  myCar = (Car)myVehicle;
      and you could even refer to ((Car)myVehicle).numberOfDoors. As an example of how this could be used in
      a program, suppose that you want to print out relevant data about a vehicle. You could say:
                          System.out.println("Vehicle Data:");
                          System.out.println("Registration number: "
                                                        + myVehicle.registrationNumber);
                          if (myVehicle instanceof Car) {
                             System.out.println("Type of vehicle: Car");
                             Car c;
                             c = (Car)myVehicle;
                             System.out.println("Number of doors: " + c.numberOfDoors);
                          }
                          else if (myVehicle instanceof Truck) {
                             System.out.println("Type of vehicle: Truck");
                             Truck t;
                             t = (Truck)myVehicle;
                             System.out.println("Number of axels: " + t.numberOfAxels);
                          }
                          else if (myVehicle instanceof Motorcycle) {
                             System.out.println("Type of vehicle: Motorcycle");
                             Motorcycle m;
                             m = (Motorcycle)myVehicle;
                             System.out.println("Has a sidecar:    " + m.hasSidecar);
                          }
      Note that for object types, when the computer executes a program, it checks whether type-casts are valid.
      So, for example, if myVehicle refers to an object of type Truck, then the type cast (Car)myVehicle

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      will produce an error.


      As another example, consider a program that deals with shapes drawn on the screen. Let's say that the
      shapes include rectangles, ovals, and roundrects of various colors.




      Three classes, Rectangle, Oval, and RoundRect, could be used to represent the three types of shapes.
      These three classes would have a common superclass, Shape, to represent features that all three shapes
      have in common. The Shape class could include instance variables to represent the color, position, and
      size of a shape. It could include instance methods for changing the color, position, and size of a shape.
      Changing the color, for example, might involve changing the value of an instance variable, and then
      redrawing the shape in its new color:
                   class Shape {

                          Color color;              // Color of the shape. (Recall that class Color
                                                    // is defined in package java.awt. Assume
                                                    // that this class has been imported.)

                          void setColor(Color newColor) {
                                // Method to change the color of the shape.
                             color = newColor; // change value of instance variable
                             redraw(); // redraw shape, which will appear in new color
                          }

                          void redraw() {
                                // method for drawing the shape
                             ? ? ? // what commands should go here?
                          }

                          . . .                     // more instance variables and methods

                   } // end of class Shape

      Now, you might see a problem here with the method redraw(). The problem is that each different type of
      shape is drawn differently. The method setColor() can be called for any type of shape. How does the
      computer know which shape to draw when it executes the redraw()? Informally, we can answer the
      question like this: The computer executes redraw() by asking the shape to redraw itself. Every shape
      object knows what it has to do to redraw itself.

      In practice, this means that each of the specific shape classes has its own redraw() method:
                   class Rectangle extends Shape {
                      void redraw() {
                         . . . // commands for drawing a rectangle
                      }
                      . . . // possibly, more methods and variables
                   }


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                   class Oval extends Shape {
                      void redraw() {
                         . . . // commands for drawing an oval
                      }
                      . . . // possibly, more methods and variables
                   }
                   class RoundRect extends Shape {
                      void redraw() {
                         . . . // commands for drawing a rounded rectangle
                      }
                      . . . // possibly, more methods and variables
                   }

      If oneShape is a variable of type Shape, it could refer to an object of any of the types, Rectangle,
      Oval, or RoundRect. As a program executes, and the value of oneShape changes, it could even refer to
      objects of different types at different times! Whenever the statement

                                                      oneShape.redraw();
      is executed, the redraw method that is actually called is the one appropriate for the type of object to which
      oneShape actually refers. There may be no way of telling, from looking at the text of the program, what
      shape this statement will draw, since it depends on the value that oneShape happens to have when the
      program is executed. Even more is true. Suppose the statement is in a loop and gets executed many times. If
      the value of oneShape changes as the loop is executed, it is possible that the very same statement
      "oneShape.redraw();" will call different methods and draw different shapes as it is executed over and
      over. We say that the redraw() method is polymorphic. A method is polymorphic if the action performed
      by the method depends on the actual type of the object to which the method is applied. Polymorphism is
      one of the major distinguishing features of object-oriented programming.

      Perhaps this becomes more understandable if we change our terminology a bit: In object-oriented
      programming, calling a method is often referred to as sending a message to an object. The object responds
      to the message by executing the appropriate method. The statement "oneShape.redraw();" is a
      message to the object referred to by oneShape. Since that object knows what type of object it is, it knows
      how it should respond to the message. From this point of view, the computer always executes
      "oneShape.redraw();" in the same way: by sending a message. The response to the message depends,
      naturally, on who receives it. From this point of view, objects are active entities that send and receive
      messages, and polymorphism is a natural, even necessary, part of this view. Polymorphism just means that
      different objects can respond to the same message in different ways.

      One of the most beautiful things about polymorphism is that it lets code that you
      write do things that you didn't even conceive of, at the time you wrote it. If for some
      reason, I decide that I want to add beveled rectangles to the types of shapes my
      program can deal with, I can write a new subclass, BeveledRect, of class Shape
      and give it its own redraw() method. Automatically, code that I wrote previously
      -- such as the statement oneShape.redraw() -- can now suddenly start drawing
      beveled rectangles, even though the beveled rectangle class didn't exist when I wrote
      the statement!



      In the statement "oneShape.redraw();", the redraw message is sent to the object oneShape. Look
      back at the method from the Shape class for changing the color of a shape:
                          void setColor(Color newColor) {
                             color = newColor; // change value of instance variable
                             redraw(); // redraw shape, which will appear in new color


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                          }

      A redraw message is sent here, but which object is it sent to? Well, the setColor method is itself a
      message that was sent to some object. The answer is that the redraw message is sent to that same object,
      the one that received the setColor message. If that object is a rectangle, then it is the redraw() method
      from the Rectangle class that is executed. If the object is an oval, then it is the redraw() method from
      the Oval class. This is what you should expect, but it means that the redraw(); statement in the
      setColor() method does not necessarily call the redraw() method in the Shape class! The
      redraw() method that is executed could be in any subclass of Shape.
      Again, this is not a real surprise if you think about it in the right way. Remember that an instance method is
      always contained in an object. The class only contains the source code for the method. When a
      Rectangle object is created, it contains a redraw() method. The source code for that method is in the
      Rectangle class. The object also contains a setColor() method. Since the Rectangle class does
      not define a setColor() method, the source code for the rectangle's setColor() method comes from
      the superclass, Shape. But even though the source codes for the two methods are in different classes, the
      methods themselves are part of the same object. When the rectangle's setColor() method is executed
      and calls redraw(), the redraw() method that is executed is the one in the same object.


      Whenever a Rectangle, Oval, or RoundRect object has to draw itself, it is the redraw() method in
      the appropriate class that is executed. This leaves open the question, What does the redraw() method in
      the Shape class do? How should it be defined?

      The answer may be surprising: We should leave it blank! The fact is that the class Shape represents the
      abstract idea of a shape, and there is no way to draw such a thing. Only particular, concrete shapes like
      rectangles and ovals can be drawn. So, why should there even be a redraw() method in the Shape
      class? Well, it has to be there, or it would be illegal to call it in the setColor() method of the Shape
      class, and it would be illegal to write "oneShape.redraw();", where oneShape is a variable of type
      Shape. The computer would say, oneShape is a variable of type Shape and there's no redraw()
      method in the Shape class.

      Nevertheless the version of redraw() in the Shape class will never be called. In fact, if you think about
      it, there can never be any reason to construct an actual object of type Shape! You can have variables of
      type Shape, but the objects they refer to will always belong to one of the subclasses of Shape. We say
      that Shape is an abstract class. An abstract class is one that is not used to construct objects, but only as a
      basis for making subclasses. An abstract class exists only to express the common properties of all its
      subclasses.

      Similarly, we could say that the redraw() method in class Shape is an abstract method, since it is never
      meant to be called. In fact, there is nothing for it to do -- any actual redrawing is done by redraw()
      methods in the subclasses of Shape. The redraw() method in Shape has to be there. But it is there only
      to tell the computer that all Shapes understand the redraw message. As an abstract method, it exists
      merely to specify the common interface of all the actual, concrete versions of redraw() in the subclasses
      of Shape. There is no reason for the abstract redraw() in class Shape to contain any code at all.

      Shape and its redraw() method are semantically abstract. You can also tell the computer, syntactically,
      that they are abstract by adding the modifier "abstract" to their definitions. For an abstract method, the
      block of code that gives the implementation of an ordinary method is replaced by a semicolon. An
      implementation must be provided for the abstract method in any concrete subclass of the abstract class.
      Here's what the Shape class would look like as an abstract class:
                   abstract class Shape {

                          Color color;              // color of shape.



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                          void setColor(Color newColor) {
                                // method to change the color of the shape
                             color = newColor; // change value of instance variable
                             redraw(); // redraw shape, which will appear in new color
                          }

                          abstract void redraw();
                                // abstract method -- must be defined in
                                // concrete subclasses

                          . . .                     // more instance variables and methods

                   } // end of class Shape

      Once you have done this, it becomes illegal to try to create actual objects of type Shape, and the computer
      will report an error if you try to do so.


      In Java, every class that you declare has a superclass. If you don't specify a superclass, then the superclass
      is automatically taken to be Object, a predefined class that is part of the package java.lang. (The class
      Object itself has no superclass, but it is the only class that has this property.) Thus,

                                                    class myClass { . . .
      is exactly equivalent to

                                      class myClass extends Object { . . .

      Every other class is, directly or indirectly, a subclass of Object. This means that any object, belonging to
      any class whatsoever, can be assigned to a variable of type Object. The class Object represents very
      general properties that are shared by all objects, belonging to any class. Object is the most abstract class
      of all!

      The Object class actually finds a use in some cases where objects of a very general sort are being
      manipulated. For example, java has a standard class, java.util.Vector, that represents a list of
      Objects. (The Vector class is in the package java.util. If you want to use this class in a program
      you write, you would ordinarily use an import statement to make it possible to use the short name,
      Vector, instead of the full name, java.util.Vector. See Section 4.5 for a discussion of packages
      and import.) The Vector class is very convenient, because a Vector can hold any number of objects,
      and it will grow, when necessary, as objects are added to it. Since the items in the list are of type Object,
      the list can actually hold objects of any type.

      A program that wants to keep track of various Shapes that have been drawn on the screen can store those
      shapes in a Vector. Suppose that the Vector is named listOfShapes. A shape, oneShape, can be
      added to the end of the list by calling the instance method
      "listOfShapes.addElement(oneShape);". The shape could be removed from the list with
      "listOfShapes.removeElement(oneShape);". The number of shapes in the list is given by the
      function "listOfShapes.size()". And it is possible to retrieve the i-th object from the list with the
      function call "listOfShapes.elementAt(i)". (Items in the list are numbered from 0 to
      listOfShapes.size() - 1.) However, note that this method returns an Object, not a Shape. (Of
      course, the people who wrote the Vector class didn't even know about Shapes, so the method they wrote
      could hardly have a return type of Shape!) Since you know that the items in the list are, in fact, Shapes
      and not just Objects, you can type-cast the Object returned by listOfShapes.elementAt(i) to
      be a value of type Shape:

                               oneShape = (Shape)listOfShapes.elementAt(i);


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      Let's say, for example, that you want to redraw all the shapes in the list. You could do this with a simple
      for loop, which is lovely example of object-oriented programming and polymorphism:
                      for (int i = 0; i < listOfShapes.size(); i++) {
                         Shape s; // i-th element of the list, considered as a Shape
                         s = (Shape)listOfShapes.elementAt(i);
                         s.redraw();
                      }


      It might be worthwhile to look at an applet that actually uses an abstract Shape class and a Vector to
      hold a list of shapes:

                                                      Sorry, your browser doesn't
                                                             support Java.

      If you click one of the buttons along the bottom of this applet, a shape will be added to the screen in the
      upper left corner of the applet. The color of the shape is given by the "Choice menu" in the lower right.
      Once a shape is on the screen, you can drag it around with the mouse. A shape will maintain the same
      front-to-back order with respect to other shapes on the screen, even while you are dragging it. However,
      you can move a shape out in front of all the other shapes if you hold down the shift key as you click on it.

      In this applet the only time when the actual class of a shape is used is when that shape is added to the
      screen. Once the shape has been created, it is manipulated entirely as an abstract shape. The routine that
      implements dragging, for example, works only with variables of type Shape. As the Shape is being
      dragged, the dragging routine just calls the Shape's draw method each time the shape has to be drawn, so
      it doesn't have to know how to draw the shape or even what type of shape it is. The object is responsible for
      drawing itself. If I wanted to add a new type of shape to the program, I would define a new subclass of
      Shape, add another button to the applet, and program the button to add the correct type of shape to the
      screen. No other changes in the programming would be necessary.

      You might want to look at the source code for this applet, ShapeDraw.java, even though you won't be able
      to understand all of it at this time. Even the definitions of the shape classes are somewhat different from
      those I described in this chapter. (For example, the draw() method used in the applet has a parameter of
      type Graphics. This parameter is required because of the way Java handles all drawing.) I'll return to this
      example in later chapters when you know more about applets. However, it would still be worthwhile to look
      at the definition of the Shape class and its subclasses in the source code for the applet. You might also
      check how a Vector is used to hold a list of shapes.


                                       [ Next Section | Previous Section | Chapter Index | Main Index ]




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      Section 5.5
      More Details of Classes



      ALTHOUGH THE BASIC IDEAS of object-oriented programming are reasonably simple and clear, they
      are subtle, and they take time to get used to. And unfortunately, beyond the basic ideas there are a lot of
      details. This section covers more of those annoying details. You should not necessarily master everything in
      this section the first time through, but you should read it to be aware of what is possible. (This doesn't apply
      to the first subsection, below, which you definitely need to master.) For the most part, when I need to use
      material from this section later in the text, I will explain it again briefly, or I will refer you back to this
      section.


      Extending Existing Classes
      The previous section discussed subclasses, including information about how to program with subclasses in
      Java. However, that section dealt mostly with the theory. In this section, I want to emphasize the practical
      matter of Java syntax by giving an example.

      In day-to-day programming, especially for programmers who are just beginning to work with objects,
      subclassing is used mainly in one situation. There is an existing class that can be adapted with a few
      changes or additions. This is much more common than designing groups of classes and subclasses from
      scratch. The existing class can be extended to make a subclass. The syntax for this is

                            class subclass-name extends existing-class-name {
                               .
                               .   // Changes and additions.
                               .
                            }

      (Of course, the class can optionally be declared to be public.)
      As an example, suppose you want to write a program that plays the card game, Blackjack. You can use the
      Card, Hand, and Deck classes developed in Section 3. However, a hand in the game of Blackjack is a
      little different from a hand of cards in general, since it must be possible to compute the "value" of a
      Blackjack hand according to the rules of the game. The rules are as follows: The value of a hand is obtained
      by adding up the values of the cards in the hand. The value of a numeric card such as a three or a ten is its
      numerical value. The value of a Jack, Queen, or King is 10. The value of an Ace can be either 1 or 11. An
      Ace should be counted as 11 unless doing so would put the total value of the hand over 21. (Note that this
      means that the second, third, or fourth Ace in the hand will always be counted as 1.)

      One way to handle this is to extend the existing Hand class by adding a method that computes the
      Blackjack value of the hand. Here's the definition of such a class:

               public class BlackjackHand extends Hand {

                      public int getBlackjackValue() {
                             // Returns the value of this hand for the
                             // game of Blackjack.

                               int val;               // The value computed for the hand.
                               boolean ace;           // This will be set to true if the


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                                                      //   hand contains an ace.
                               int cards;             // Number of cards in the hand.

                               val = 0;
                               ace = false;
                               cards = getCardCount();

                               for ( int i = 0; i < cards; i++ ) {
                                       // Add the value of the i-th card in the hand.
                                   Card card;    // The i-th card;
                                   int cardVal; // The blackjack value of the i-th card.
                                   card = getCard(i);
                                   cardVal = card.getValue(); // The normal value, 1 to 13.
                                   if (cardVal > 10) {
                                       cardVal = 10;    // For a Jack, Queen, or King.
                                   }
                                   if (cardVal == 1) {
                                       ace = true;      // There is at least one ace.
                                   }
                                   val = val + cardVal;
                                }

                                //   Now, val is the value of the hand, counting any ace as 1.
                                //   If there is an ace, and if changing its value from 1 to
                                //   11 would leave the score less than or equal to 21,
                                //   then do so by adding the extra 10 points to val.

                                if ( ace == true &&                   val + 10 <= 21 )
                                    val = val + 10;

                                return val;

                      }     // end getBlackjackValue()

               } // end class BlackjackHand


      Since BlackjackHand is a subclass of Hand, an object of type BlackjackHand contains all the
      instance variables and instance methods defined in Hand, plus the new instance method
      getBlackjackValue(). For example, if bHand is a variable of type BlackjackHand, then the
      following are all legal method calls: bHand.getCardCount(), bHand.removeCard(0), and
      bHand.getBlackjackValue().

      Inherited variables and methods from the Hand class can also be used in the definition of
      BlackjackHand (except for any that are declared to be private). The statement "cards =
      getCardCount();" in the above definition of getBlackjackValue() calls the instance method
      getCardCount(), which was defined in the Hand class.
      Extending existing classes is an easy way to build on previous work. We'll see that many standard classes
      have been written specifically to be used as the basis for making subclasses.




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      Interfaces
      Some object-oriented programming languages, such as C++, allow a class to extend two or more
      superclasses. This is called multiple inheritance. In the illustration below, for example, class E is shown as
      having both class A and class B as direct superclasses, while class F has three direct superclasses.




      Such multiple inheritance is not allowed in Java. The designers of Java wanted to keep the language
      reasonably simple, and felt that the benefits of multiple inheritance were not worth the cost in increased
      complexity. However, Java does have a feature that can be used to accomplish many of the same goals as
      multiple inheritance: interfaces.

      We've encountered the term "interface" before, in connection with black boxes in general and subroutines in
      particular. The interface of a subroutine consists of the name of the subroutine, its return type, and the
      number and types of its parameters. This is the information you need to know if you want to call the
      subroutine. A subroutine also has an implementation: the block of code which defines it and which is
      executed when the subroutine is called.

      In Java, interface is a reserved word with an additional meaning. An "interface" in Java consists of
      a set of subroutine interfaces, without any associated implementations. A class can implement an
      interface by providing an implementation for each of the subroutines specified by the interface. Here is
      an example of a very simple Java interface:
                   public interface Drawable {
                      public void draw();
                   }

      This looks much like a class definition, except that the implementation of the method draw() is omitted.
      A class that implements the interface, Drawable, must provide an implementation for this method.
      Of course, the class can also include other methods and variables. For example,
                    class Line implements Drawable {
                        public void draw() {
                            . . . // do something -- presumably, draw a line
                        }
                        . . . // other methods and variables
                     }
      While a class can extend only one other class, it can implement any number of interfaces. In fact, a class
      can both extend another class and implement one or more interfaces. So, we can have things like
                    class FilledCircle extends Circle
                                            implements Drawable, Fillable {


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                          . . .
                    }
      The point of all this is that, although interfaces are not classes, they are something very similar. An
      interface is very much like an abstract class, that is, a class that can never be used for constructing objects,
      but can be used as a basis for building other classes. The subroutines in an interface are abstract methods,
      which must be implemented in any concrete class that implements the interface. And as with abstract
      classes, even though you can't construct an object from an interface, you can declare a variable whose type
      is given by the interface. For example, if Drawable is an interface, and if Line and FilledCircle are
      classes that implement Drawable, then you could say:

                   Drawable figure;               // Declare a variable of type Drawable. It can
                                                  //    refer to any object that implements the
                                                  //    Drawable interface.

                   figure = new Line(); // figure now refers to an object of class Line
                   figure.draw();   // calls draw() method from class Line

                   figure = new FilledCircle();                // Now, figure refers to an object
                                                               //   of class FilledCircle.
                   figure.draw();                // calls draw() method from class FilledCircle


      A variable of type Drawable can refer to any object of any class that implements the Drawable
      interface. A statement like figure.draw(), above, is legal because any such class has a draw()
      method.

      Note that a type is something that can be used to declare variables. A type can also be used to specify the
      type of a parameter in a subroutine, or the return type of a function. In Java, a type can be either a class, an
      interface, or one of the eight built-in primitive types. These are the only possibilities. Of these, however,
      only classes can be used to construct new objects.

      You are not likely to need to write your own interfaces until you get to the point of writing fairly complex
      programs. However, there are a few interfaces that are used in important ways in Java's standard packages.
      You'll learn about some of these standard interfaces in the next few chapters.


      The Special Variables this and super
      A static member of a class has a simple name, which can only be used inside the class definition. For use
      outside the class, it has a full name of the form class-name.simple-name. For example, "System.out" is
      a static member variable with simple name "out" in the class "System". It's always legal to use the full
      name of a static member, even within the class where it's defined. Sometimes it's even necessary, as when
      the simple name of a static member variable is hidden by a local variable of the same name.

      Instance variables and instance methods also have simple names that can be used inside the class where the
      variable or method is defined. But a class does not actually contain instance variables or methods, only their
      source code. Actual instance variables and methods are contained in objects. To get at an instance variable
      or method from outside the class definition, you need a variable that refers to the object. Then the full name
      is of the form variable-name.simple-name. But suppose you are writing a class definition, and you want to
      refer to the object that contains the instance method you are writing? Suppose you want to use a full name
      for an instance variable, because its simple name is hidden by a local variable?

      Java provides a special, predefined variable named "this" that you can use for these purposes. The
      variable, this, can be used in the source code of an instance method to refer to the object that contains the


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      method. If x is an instance variable, then this.x can be used as a full name for that variable. Whenever
      the computer executes an instance method, it sets the variable, this, to refer to the object that contains the
      method.

      One common use of this is in constructors. For example:
                        public class Student {

                               private String name;                   // Name of the student.

                               public Student(String name) {
                                     // Constructor. Create a student with specified name.
                                   this.name = name;
                               }
                                 .
                                 .    // More variables and methods.
                                 .
                          }

      In the constructor, the instance variable called name is hidden by a formal parameter. However, the
      instance variable can still be referred to by its full name, this.name. In the assignment statement, the
      value of the formal parameter, name, is assigned to the instance variable, this.name. This is considered
      to be acceptable style: There is no need to dream up cute new names for formal parameters that are just
      used to initialize instance variables. You can use the same name for the parameter as for the instance
      variable.

      There is another common use for this. Sometimes, when you are writing an instance method, you need to
      pass the object that contains the method to a subroutine, as an actual parameter. In that case, you can use
      this as the actual parameter. For example, if you wanted to print out a string representation of the object,
      you could say "System.out.println(this);".

      Java also defines another special variable, named "super", for use in the definitions of instance methods.
      The variable super is for use in a subclass. Like this, super refers to the object that contains the
      method. But it's forgetful. It forgets that the object belongs to the class you are writing, and it remembers
      only that it belongs to the superclass of that class. The point is that the class can contain additions and
      modifications to the superclass. super doesn't know about any of those additions and modifications. Let's
      say that the class that you are writing contains an instance method named doSomething(). Consider the
      subroutine call statement super.doSomething(). Now, super doesn't know anything about the
      doSomething() method in the subclass. It only knows about things in the superclass, so it tries to
      execute a method named doSomething() from the superclass. If there is none -- if the
      doSomething() method was an addition rather than a modification -- you'll get a syntax error.

      The reason super exists is so you can get access to things in the superclass that are hidden by things in the
      subclass. For example, super.x always refers to an instance variable named x in the superclass. This can
      be useful for the following reason: If a class contains an instance variable with the same name as an
      instance variable in its superclass, then an object of that class will actually contain two variables with the
      same name: one defined as part of the class itself and one defined as part of the superclass. The variable in
      the subclass does not replace the variable of the same name in the superclass; it merely hides it. The
      variable from the superclass can still be accessed, using super.
      When you write a method in a subclass that has the same signature as a method in its superclass, the method
      from the superclass is hidden in the same way. We say that the method in the subclass overrides the method
      from the superclass. Again, however, super can be used to access the method from the superclass.

      The major use of super is to override a method with a new method that extends the behavior of the
      inherited method, instead of replacing that behavior entirely. The new method can use super to call the


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      method from the superclass, and then it can add additional code to provide additional behavior. As an
      example, suppose you have a PairOfDice class that includes a roll() method. Suppose that you want
      a subclass, GraphicalDice, to represent a pair of dice drawn on the computer screen. The roll()
      method in the GraphicalDice method should change the values of the dice and redraw the dice to show
      the new values. The GraphicalDice class might look something like this:
                      public class GraphicalDice extends PairOfDice {

                               public void roll() {
                                       // Roll the dice, and redraw them.
                                    super.roll(); // Call the roll method from PairOfDice.
                                    redraw();       // Call a method to draw the dice.
                               }
                                  .
                                  . // More stuff, including definition of redraw().
                                  .
                      }

      Note that this allows you to extend the behavior of the roll() method even if you don't know how the
      method is implemented in the superclass!

      Here is a more complete example. The applet at the end of Section 4.7 shows a disturbance that moves
      around in a mosaic of little squares. As it moves, the squares it visits become a brighter red. The result
      looks interesting, but I think it would be prettier if the pattern were symmetric. A symmetric version of the
      applet is shown at the bottom of this page. The symmetric applet can be programmed as an easy extension
      of the original applet.

      In the symmetric version, each time a square is brightened, the
      squares that can be obtained from that one by horizontal and
      vertical reflection through the center of the mosaic are also
      brightened. The four red squares in the picture, for example, form
      a set of such symmetrically placed squares, as do the purple
      squares and the green squares. (The blue square is at the center of
      the mosaic, so reflecting it doesn't produce any other squares; it's
      its own reflection.)

      The original applet is defined by the class RandomBrighten.
      This class uses features of Java that you won't learn about for a
      while yet, but the actual task of brightening a square is done by a single method called brighten(). If
      row and col are the row and column numbers of a square, then "brighten(row,col);" increases the
      brightness of that square. All we need is a subclass of RandomBrighten with a modified brighten()
      routine. Instead of just brightening one square, the modified routine will also brighten the horizontal and
      vertical reflections of that square. But how will it brighten each of the four individual squares? By calling
      the brighten() method from the original class. It can do this by calling super.brighten().
      There is still the problem of computing the row and column numbers of the horizontal and vertical
      reflections. To do this, you need to know the number of rows and the number of columns. The
      RandomBrighten class has instance variables named ROWS and COLUMNS to represent these quantities.
      Using these variables, it's possible to come up with formulas for the reflections, as shown in the definition
      of the brighten() method below.
      Here's the complete definition of the new class:

               public class SymmetricBrighten extends RandomBrighten {

                    void brighten(int row, int col) {


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                             // Brighten the specified square and its horizontal
                             // and vertical reflections. This overrides the brighten
                             // method from the RandomBrighten class, which just
                             // brightens one square.
                          super.brighten(row, col);
                          super.brighten(ROWS - 1 - row, col);
                          super.brighten(row, COLUMNS - 1 - col);
                          super.brighten(ROWS - 1 - row, COLUMNS - 1 - col);
                     }

               } // end class SymmetricBrighten


      This is the entire source code for the applet at the bottom of this page.


      Constructors in Subclasses
      Constructors are not inherited. That is, if you extend an existing class to make a subclass, the constructors
      in the superclass do not become part of the subclass. If you want constructors in the subclass, you have to
      define new ones from scratch. If you don't define any constructors in the subclass, then the computer will
      make up a default constructor, with no parameters, for you.

      This could be a problem, if there is a constructor in the superclass that does a lot of necessary work. It looks
      like you might have to repeat all that work in the subclass! This could be a real problem if you don't have
      the source code to the superclass, and don't know how it works, or if the constructor in the superclass
      initializes private member variables that you don't even have access to in the subclass!

      Obviously, there has to be some fix for this, and there is. It involves the special variable, super, which
      was introduced in the previous subsection. As the very first statement in a constructor, you can use super
      to call a constructor from the superclass. The notation for this is a bit ugly and misleading, and it can only
      be used in this one particular circumstance: It looks like you are calling super as a subroutine (even
      though super is not a subroutine and you can't call constructors the same way you call other subroutines
      anyway). As an example, assume that the PairOfDice class has a constructor that takes two integers as
      parameters. Consider a subclass:
                 public class GraphicalDice extends PairOfDice {

                          public GraphicalDice() {                      // Constructor for this class.

                                 super(3,4);            // Call the constructor from the
                                                        //   PairOfDice class, with parameters 3, 4.

                                 initializeGraphics();                   // Do some initialization specific
                                                                         //   to the GraphicalDice class.
                          }
                               .
                               .    // More constructors, methods, variables...
                               .
                 }
      This might seem rather technical, but unfortunately it is sometimes necessary. By the way, you can use the
      special variable this in exactly the same way to call another constructor in the same class. This can be
      useful since it can save you from repeating the same code in several constructors.




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Java Programing: Section 5.5

      More about Access Modifiers
      A class can be declared to be public. A public class can be accessed from anywhere. Certain classes have
      to be public. A class that defines a stand-alone application must be public, so that the system will be able to
      get at its main() routine. A class that defines an applet must be public so that it can be used by a Web
      browser. If a class is not declared to be public, then it can only be used by other classes in the same
      "package" as the class. Packages are discussed in Section 4.5. Classes that are not explicitly declared to be
      in any package are put into something called the default package. All the examples in this textbook are in
      the default package, so they are all accessible to one another whether or not they are declared public. So,
      except for applications and applets, which must be public, it makes no practical difference whether our
      classes are declared to be public or not.

      However, once you start writing packages, it does make a difference. A package should contain a set of
      related classes. Some of those classes are meant to be public, for access from outside the package. Others
      can be part of the internal workings of the package, and they should not be made public. A package is a
      kind of black box. The public classes in the package are the interface. (More exactly, the public variables
      and subroutines in the public classes are the interface). The non-public classes are part of the non-public
      implementation. Of course, all the classes in the package have unrestricted access to one another.

      Following this model, I will tend to declare a class public if it seems like it might have some general
      applicability. If it is written just to play some sort of auxiliary role in a larger project, I am more likely not
      to make it public.

      A member variable or subroutine in a class can also be declared to be public, which means that it is
      accessible from anywhere. It can be declared to be private, which means that it accessible only from
      inside the class where it is defined. Making a variable private gives you complete control over that
      variable. The only code that will ever manipulate it is the code you write in your class. This is an important
      kind of protection.

      If no access modifier is specified for a variable or subroutine, then it is accessible from any class in the
      same package as the class. As with classes, in this textbook there is no practical difference between
      declaring a member public and using no access modifier at all. However, there might be stylistic reasons
      for preferring one over the other. And a real difference does arise once you start writing your own packages.

      There is a third access modifier that can be applied to a member variable or subroutine. If it is declared to
      be protected, then it can be used in the class where it is defined and in any subclass of that class. This is
      obviously less restrictive than private and more restrictive than public. Classes that are written
      specifically to be used as a basis for making subclasses often have protected members. The
      protected members are there to provide a foundation for the subclasses to build on. But they are still
      invisible to the public at large.


      Mixing Static and Non-static
      Classes, as I've said, have two very distinct purposes. A class can be used to group together a set of static
      member variables and static member subroutines. Or it can be used as a factory for making objects. The
      non-static variables and subroutine definintions in the class specify the instance variables and methods of
      the objects. In most cases, a class performs one or the other of these roles, not both.

      Sometimes, however, static and non-static members are mixed in a single class. In this case, the class plays
      a dual role. Sometimes, these roles are completely separate. It is also possible for the static and non-static
      parts of a class to interact. This happens when instance methods use static member variables or call static
      member subroutines. An instance method belongs to an object, not to the class itself, and there can be many
      objects with their own versions of the instance method. But there is only one copy of a static member
      variable. So, effectively, we have many objects sharing that one variable.


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Java Programing: Section 5.5

      As an example, let's rewrite the Student class that was used in the Section 2. I've added an ID for each
      student and a static member called nextUniqueID. Although there is an ID variable in each student
      object, there is only one nextUniqueID variable.
                    public class Student {

                          private String name; // Student's name.
                          private int ID; // Unique ID number for this student.
                          public double test1, test2, test3;  // Grades on three tests.

                          private static int nextUniqueID = 0;
                                    // keep track of next available unique ID number

                          Student(String theName)                   {
                               // Constructor for                   Student objects;
                               // provides a name                   for the Student,
                               // and assigns the                   student a unique
                               // ID number.
                             name = theName;
                             nextUniqueID++;
                             ID = nextUniqueID;
                          }

                          public String getName() {
                               // Accessor method for reading value of private
                               // instance variable, name.
                             return name;
                          }

                          public int getID() {
                               // Accessor method for reading value of ID.
                             return ID;
                          }

                          public double getAverage() {
                               // Compute average test grade.
                             return (test1 + test2 + test3) / 3;
                          }

                    }     // end of class Student

      The initialization "nextUniqueID = 0" is done only once, when the class is first loaded. Whenever a
      Student object is constructed and the constructor says "nextUniqueID++;", it's always the same
      static member variable that is being incremented. When the very first Student object is created,
      nextUniqueID becomes 1. When the second object is created, nextUniqueID becomes 2. After the
      third object, it becomes 3. And so on. The constructor stores the new value of nextUniqueID in the ID
      variable of the object that is being created. Of course, ID is an instance variable, so every object has its own
      individual ID variable. The class is constructed so that each student will automatically get a different value
      for its ID variable. Furthermore, the ID variable is private, so there is no way for this variable to be
      tampered with after the object has been created. You are guaranteed, just by the way the class is designed,
      that every student object will have its own permanent, unique identification number. Which is kind of cool
      if you think about it.


                                                             End of Chapter 5



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Java Programing: Section 5.5


                                      [ Next Chapter | Previous Section | Chapter Index | Main Index ]




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Java Programing: Chapter 5 Exercises

      Programming Exercises
      For Chapter 5



      THIS PAGE CONTAINS programming exercises based on material from Chapter 5 of this on-line Java
      textbook. Each exercise has a link to a discussion of one possible solution of that exercise.


      Exercise 5.1: In all versions of the PairOfDice class in Section 2, the instance variables die1 and
      die2 are declared to be public. They really should be private, so that they are protected from being
      changed from outside the class. Write another version of the PairOfDice class in which the instance
      variables die1 and die2 are private. Your class will need methods that can be used to find out the
      values of die1 and die2. (The idea is to protect their values from being changed from outside the class,
      but still to allow the values to be read.) Include other improvements in the class, if you can think of any.
      Test your class with a short program that counts how many times a pair of dice is rolled, before the total of
      the two dice is equal to two.

      See the solution!


      Exercise 5.2: A common programming task is computing statistics of a set of numbers. (A statistic is a
      number that summarizes some property of a set of data.) Common statistics include the mean (also known
      as the average) and the standard deviation (which tells how spread out the data are from the mean). I have
      written a little class called StatCalc that can be used to compute these statistics, as well as the sum of the
      items in the dataset and the number of items in the dataset. You can read the source code for this class in the
      file StatCalc.java. If calc is a variable of type StatCalc, then the following methods are defined:
            ●   calc.enter(item); where item is a number, adds the item to the dataset.
            ●   calc.getCount() is a function that returns the number of items that have been added to the
                dataset.
            ●   calc.getSum() is a function that returns the sum of all the items that have been added to the
                dataset.
            ●   calc.getMean() is a function that returns the average of all the items.
            ●   calc.getStandardDeviation() is a function that returns the standard deviation of the
                items.

      Typically, all the data are added one after the other calling the enter() method over and over, as the data
      become available. After all the data have been entered, any of the other methods can be called to get
      statistical information about the data. The methods getMean() and getStandardDeviation()
      should only be called if the number of items is greater than zero.

      Modify the current source code, StatCalc.java, to add instance methods getMax() and getMin().
      The getMax() method should return the largest of all the items that have been added to the dataset, and
      getMin() should return the smallest. You will need to add two new instance variables to keep track of the
      largest and smallest items that have been seen so far.

      Test your new class by using it in a program to compute statistics for a set of non-zero numbers entered by
      the user. Start by creating an object of type StatCalc:
                             StatCalc calc;    // Object to be used to process the data.
                             calc = new StatCalc();



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Java Programing: Chapter 5 Exercises

      Read numbers from the user and add them to the dataset. Use 0 as a sentinel value (that is, stop reading
      numbers when the user enters 0). After all the user's non-zero numbers have been entered, print out each of
      the six statistics that available from calc.

      See the solution!


      Exercise 5.3: This problem uses the PairOfDice class from Exercise 5.1 and the StatCalc class from
      Exercise 5.2.

      The program in Exercise 4.4 performs the experiment of counting how many times a pair of dice are rolled
      before a given total comes up. It repeats this experiment 10000 times and then reports the average number
      of rolls. It does this whole process for each possible total (2, 3, ..., 12).

      Redo that exercise. But instead of just reporting the average number of rolls, you should also report the
      standard deviation and the maximum number of rolls. Use a PairOfDice object to represent the dice. Use
      a StatCalc object to compute the statistics. (You'll need a new StatCalc object for each possible total,
      2, 3, ..., 12. You can use a new pair of dice if you want, but it's not necessary.)

      See the solution!


      Exercise 5.4: The BlackjackHand class from Section 5.5 is an extension of the Hand class from
      Section 5.3. The instance methods in the Hand class are discussed in Section 5.3. In addition to those
      methods, BlackjackHand includes an instance method, getBlackjackValue(), that returns the
      value of the hand for the game of Blackjack. For this exercise, you will also need the Deck and Card
      classes from Section 5.3.

      A Blackjack hand typically contains from two to six cards. Write a program to test the BlackjackHand
      class. You should create a BlackjackHand object and a Deck object. Pick a random number between 2
      and 6. Deal that many cards from the deck and add them to the hand. Print out all the cards in the hand, and
      then print out the value computed for the hand by getBlackjackValue(). Repeat this as long as the
      user wants to continue.

      In addition to TextIO, your program will depend on Card.java, Deck.java, Hand.java, and
      BlackjackHand.java.

      See the solution!


      Exercise 5.5 Write a program that let's the user play Blackjack. The game will be a simplified version of
      Blackjack as it is played in a casino. The computer will act as the dealer. As in the previous exercise, your
      program will need the classes defined in Card.java, Deck.java, Hand.java, and BlackjackHand.java. (This is
      the longest and most complex program that has come up so far in the exercises.)

      You should first write a subroutine in which the user plays one game. The subroutine should return a
      boolean value to indicate whether the user wins the game or not. Return true if the user wins, false if
      the dealer wins. The program needs an object of class Deck and two objects of type BlackjackHand,
      one for the dealer and one for the user. The general object in Blackjack is to get a hand of cards whose
      value is as close to 21 as possible, without going over. The game goes like this.

               First, two cards are dealt into each player's hand. If the dealer's hand has a value of 21 at this
               point, then the dealer wins. Otherwise, if the user has 21, then the user wins. (This is called a
               "Blackjack".) Note that the dealer wins on a tie, so if both players have Blackjack, then the
               dealer wins.


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               Now, if the game has not ended, the user gets a chance to add some cards to her hand. In this
               phase, the user sees her own cards and sees one of the dealer's two cards. (In a casino, the
               dealer deals himself one card face up and one card face down. All the user's cards are dealt
               face up.) The user makes a decision whether to "Hit", which means to add another card to
               her hand, or to "Stand", which means to stop taking cards.

               If the user Hits, there is a possibility that the user will go over 21. In that case, the game is
               over and the user loses. If not, then the process continues. The user gets to decide again
               whether to Hit or Stand.

               If the user Stands, the game will end, but first the dealer gets a chance to draw cards. The
               dealer only follows rules, without any choice. The rule is that as long as the value of the
               dealer's hand is less than or equal to 16, the dealer Hits (that is, takes another card). The user
               should see all the dealer's cards at this point. Now, the winner can be determined: If the
               dealer has gone over 21, the user wins. Otherwise, if the dealer's total is greater than or equal
               to the user's total, then the dealer wins. Otherwise, the user wins.

      Two notes on programming: At any point in the subroutine, as soon as you know who the winner is, you
      can say "return true;" or "return false;" to end the subroutine and return to the main program.
      To avoid having an overabundance of variables in your subroutine, remember that a function call such as
      userHand.getBlackjackValue() can be used anywhere that a number could be used, including in
      an output statement or in the condition of an if statement.
      Write a main program that lets the user play several games of Blackjack. To make things interesting, give
      the user 100 dollars, and let the user make bets on the game. If the user loses, subtract the bet from the
      user's money. If the user wins, add an amount equal to the bet to the user's money. End the program when
      the user wants to quit or when she runs out of money.

      Here is an applet that simulates the program you are supposed to write. It would probably be worthwhile to
      play it for a while to see how it works.

                                                      Sorry, your browser doesn't
                                                             support Java.

      See the solution!


                                                       [ Chapter Index | Main Index ]




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Java Programing: Chapter 5 Quiz

     Quiz Questions
     For Chapter 5



     THIS PAGE CONTAINS A SAMPLE quiz on material from Chapter 5 of this on-line Java textbook. You should be
     able to answer these questions after studying that chapter. Sample answers to all the quiz questions can be found here.


     Question 1: Object-oriented programming uses classes and objects. What are classes and what are objects? What is the
     relationship between classes and objects?

     Question 2: Explain carefully what null means in Java, and why this special value is necessary.

     Question 3: What is a constructor? What is the purpose of a constructor in a class?

     Question 4: Suppose that Kumquat is the name of a class and that fruit is a variable of type Kumquat. What is
     the meaning of the statement "fruit = new Kumquat();"? That is, what does the computer do when it executes
     this statement? (Try to give a complete answer. The computer does several things.)

     Question 5: What is meant by the terms instance variable and instance method?

     Question 6: Explain what is meant by the terms subclass and superclass.

     Question 7: Explain the term polymorphism.

     Question 8: Java uses "garbage collection" for memory management. Explain what is meant here by garbage
     collection. What is the alternative to garbage collection?

     Question 9: For this problem, you should write a very simple but complete class. The class represents a counter that
     counts 0, 1, 2, 3, 4,.... The name of the class should be Counter. It has one private instance variable representing
     the value of the counter. It has two instance methods: increment() adds one to the counter value, and
     getValue() returns the current counter value. Write a complete definition for the class, Counter.

     Question 10: This problem uses the Counter class from Question 9. The following program segment is meant to
     simulate tossing a coin 100 times. It should use two Counter objects, headCount and tailCount, to count the
     number of heads and the number of tails. Fill in the blanks so that it will do so.
                     Counter headCount, tailCount;
                     tailCount = new Counter();
                     headCount = new Counter();
                     for ( int flip = 0; flip < 100; flip++ ) {
                        if (Math.random() < 0.5)   // There's a 50/50 chance that this is true.

                                  ______________________ ;                     // Count a "head".

                          else

                                  ______________________ ;                     // Count a "tail".
                     }

                     System.out.println("There were " + ___________________ + " heads.");

                     System.out.println("There were " + ___________________ + " tails.");

                                                   [ Answers | Chapter Index | Main Index ]




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Java Programing: Chapter 6 Index

                                                             Chapter 6

                                      Applets, HTML, and GUI's


      JAVA IS A PROGRAMMING LANGUAGE DESIGNED for networked computers and the World Wide
      Web. Java applets are downloaded over a network to appear on a Web page. Part of learning Java is
      learning to program applets and other Graphical User Interface programs. GUI programs are event-driven.
      That is, user actions such as clicking on a button or pressing a key on the keyboard generate events, and the
      program must respond to these events as they occur.

      Event-driven programming builds on all the skills you have learned in the first five chapters of this text.
      You need to be able to write the subroutines that respond to events. Inside these subroutines, you are doing
      the kind of programming-in-the-small that was covered in Chapters 2 and 3. And of course, objects are
      everywhere. Events are objects. Applets and other GUI components are objects. Events are handled by
      instance methods contained in objects. In Java, event-oriented programming is object-oriented
      programming.

      This chapter covers the basics of applets, graphics, components, and events. There is also a section that
      covers HyperText Markup Language (HTML), the language used for writing Web pages. The discussion of
      applets and GUI's will continue in the next chapter with more details and with more advanced techniques.


      Contents Chapter 6:
            ●   Section 1: The Basic Java Applet
            ●   Section 2: HTML Basics and the Web
            ●   Section 3: Graphics and the Paint Method
            ●   Section 4: Mouse Events
            ●   Section 5: Keyboard Events
            ●   Section 6: Introduction to Layouts and Components
            ●   Section 7: Looking Back: The Java 1.0 Event Model
            ●   Programming Exercises
            ●   Quiz on this Chapter


                                      [ First Section | Next Chapter | Previous Chapter | Main Index ]




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Java Programing: Section 6.1

      Section 6.1
      The Basic Java Applet



      JAVA APPLETS ARE SMALL PROGRAMS that are meant to run on a page in a Web browser. Very
      little of that statement is completely accurate, however. An applet is not a complete program. It doesn't have
      to be small. And while many applets are meant to be used on Web pages, there are other ways to use them
      and reasons to do so. A technically more correct, but not very useful, definition would say simply that an
      applet is an object that belongs to the class java.applet.Applet or to one of its subclasses. Either
      definition still leaves us a long way to go to really understand applets.

      An applet is inherently part of a graphical user interface. It is a type of graphical component that can be
      displayed in a window (whether belonging to a Web browser or to some other program). When shown in a
      window, an applet is a rectangular area that can contain other components, such as buttons and text boxes.
      It can display graphical elements such as images, rectangles, and lines. And it can respond to certain
      "events", such as when the user clicks on the applet with a mouse.

      The Applet class, defined in the package java.applet, is really only useful as a basis for making
      subclasses. An object of type Applet has certain basic behaviors, but doesn't actually do anything useful.
      It's just a blank area on the screen that doesn't respond to any events. To create a useful applet, a
      programmer must define a subclass that extends the Applet class. There are several methods in the
      Applet class that are defined to do nothing at all. The programmer must override at least some of these
      methods and give them something to do.

      Back in Section 2.1, when you first learned about Java programs, you encountered the idea of a main()
      routine, which is not meant to be called by the programmer. The main() routine of a program is there to
      be called by "the system" when it needs to execute the program. The programmer writes the main routine to
      say what happens when the system runs the program. An applet needs no main() routine, since it is not a
      stand-alone program. However, many of the methods in an applet are similar to main() in that they are
      meant to be called by the system, and the job of the programmer is to say what happens in response to the
      system's calls.

      In this section, we'll look at a few of the things that applets can do. We'll spend the rest of this chapter and
      the next filling in the details.


      One of the methods that is defined in the Applet class to do nothing is the paint() method. You've
      already encountered this method briefly in Section 3.7. The paint() method is called by the system when
      the applet needs to be drawn. In a subclass of Applet, the paint() method can be redefined to draw
      various graphical elements such as rectangles, lines, and text on the applet. The definition of this method
      must have the form:
                        public void paint(Graphics g) {
                            // draw some stuff
                        }

      The parameter g, of type Graphics, is provided by the system when it calls the paint() method. In
      Java, all drawing of any kind is done using methods provided by a Graphics object. There are many such
      methods. You will see a few examples later in this section, and I will discuss graphics in more detail in
      Section 3.

      The paint() method of an applet does not, by the way, draw GUI components such as buttons and text
      input boxes that the applet might contain. Such GUI components are objects in their own right, defined by
      other classes. All component objects, not just applets, have paint() methods. Each component is



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Java Programing: Section 6.1

      responsible for drawing itself, in its own paint() method. Later, we'll see that many applets do not even
      define a paint() method of their own. Such applets exist only to hold other GUI components, which
      draw themselves.

      As a first example of an applet, let's go the traditional route and look at an applet that displays the string
      "Hello World!". We'll use the paint() method to display this string. The import statements at the
      beginning make it possible to use the short names Applet and Graphics instead of the full names of the
      classes java.applet.Applet and java.awt.Graphics. (See Section 4.5 for a discussion of
      "packages," such as java.awt and java.applet.)
                      import java.awt.*;
                      import java.applet.*;

                      public class HelloWorldApplet extends Applet {

                            // An applet that simply displays the string Hello World!

                            public void paint(Graphics g) {
                               g.drawString("Hello World!", 10, 30);
                            }

                      }     // end of class HelloWorldApplet

      The drawString() method, defined in the Graphics class, actually does the drawing. The parameters
      of this method specify the string to be drawn and the point in the applet where the string is to be placed.
      More about this later.

      Now, an applet is an object, not a class. So far we have only defined a class. Where does an actual applet
      object come from? It is possible, of course, to create such objects:

                                       Applet hw = new HelloWorldApplet();
      This might even be useful if you are writing a program and would like to add an applet to a window you've
      created. Most often, however, applet objects are created by "the system." For example, when an applet
      appears on a page in a Web browser, "the system" means the Web browser. It is up to the browser program
      to create the applet object and to add it to a Web page. The Web browser, in turn, gets instructions about
      what is to appear on a given Web page from the source document for that page. For an applet to appear on a
      Web page, the source document for that page must specify the name of the applet and its size. This
      specification, like the rest of the document, is written in a language called HTML. I will discuss HTML in
      more detail in Section 2. Here is some HTML code that instructs a Web browser to display a
      HelloWorldApplet:
                 <center>
                 <applet code="HelloWorldApplet.class" width=200 height=50>
                 </applet>
                 </center>
      and here is what this code displays:

                                                       Sorry, but your browser
                                                           doesn't do Java.
      If the browser you are using does not support Java, or if you have turned off Java support, then you won't
      see anything. Otherwise, you should see the message "Hello world!". The message is displayed in a
      rectangle that is 200 pixels in width and 50 pixels in height. You shouldn't be able to see the rectangle as
      such, since by default, an applet has a background color that is the same as the color of the Web page on
      which it is displayed. (This might not actually be the case in your browser.)



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      The HelloWorldApplet is pretty boring. An applet should do something, either on its own or in
      response to user actions. As an example, we'll look at an applet in which a friendly greeting changes color
      whenever the user clicks on a button. This example demonstrates several major aspects of applet
      programming:

                                                        Sorry, but your browser
                                                         doesn't support Java.

      The button in this applet is an object that belongs to the class Button (more properly,
      java.awt.Button). When the applet is created, the button must be created and added to the applet. This
      is part of the process of initializing the applet. Unlike most objects, applets do not use constructors to do
      initialization. (More exactly, a constructor would not be a good place to do initialization, since some aspects
      of the applet, such as its height and width, have not been determined at the time the constructor is called.)
      Instead, just after an applet object is created, the system calls that object's init() method, which has the
      form

                                             public void init() { . . . }
      This method can do the task usually performed by a constructor, that is, to initialize the applet's instance
      variables. The init() method is also the place where other components, such as buttons, are added to the
      applet.

      Once it has been added to the applet, a Button object mostly takes care of itself. In particular, it draws
      itself. When the user clicks the button, it generates an event. The applet (or, in fact, any object) can be
      programmed to respond to this event. Event-handling is the major topic in GUI programming, and I will
      cover it in detail later. But in outline, it works like this: The type of event generated by a button is called an
      ActionEvent. For the applet to respond to an event of this type, it must define a method

                      public void actionPerformed(ActionEvent evt) { . . . }
      Furthermore, the button must be told that the applet will be "listening" for action events from the button.
      This is done by calling one of the button object's instance methods, addActionListener, in the applet's
      init() method.

      What should the applet do in its actionPerformed() method? The color of the message in the applet
      should change. It is tempting to think that the actionPerformed() method should simply redraw the
      message in a new color. Unfortunately, there is a problem.

      The applet's paint() method is called by the system as soon as the applet appears on the screen. But it
      can also be called at other times. In fact, it is called whenever the contents of the applet need to be redrawn.
      This might happen if the applet is covered up by another window and is then uncovered. It can happen
      when you scroll the window of a browser, and the applet scrolls into view. And, it is especially important to
      note, the applet's paint() method can be called because the program makes a request for the applet to be
      redrawn. Such requests are made by calling a method named repaint().

      The paint() method can be called over and over, and each time it's called, it must be able to draw the
      correct picture in the applet. In the applet we are writing, that means drawing the message in the correct
      color. Suppose our actionPerformed() method simply draws "Hello World" in a new color. The
      paint() method must be able to redraw the message in the same color. How will the paint() method
      know which color to use? The only way an object "knows" anything is by having data stored in its instance
      variables. Our applet needs an instance variable to store information about the color of the message. The
      actionPerformed() method sets the value of that instance variable. The paint() method checks the
      value of the variable to decide which color to use for the message. In fact, the actionPerformed
      method doesn't have to do any drawing at all! It just sets the instance variable and calls repaint(). In
      response to the repaint() call, the system will call the paint() routine, and that is where the actual
      drawing happens.


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      Given all this, you can understand a lot of what goes on in the source code for our colored Hello World
      applet. This example shows several aspects of applet programming: An init() method sets up the applet
      and adds components; a paint() method draws the applet based on data stored in instance variables; and
      an event-handling method says what happens in response to certain user actions. I've included comments in
      the source code to explain other aspects of the programming, which will be covered in full later in this
      chapter. With this help, you should be able to follow what is going on:

               // An applet that says "Hello World" in a big bold font,
               // with a button to change the color of the message.

               import java.awt.*;                            // Defines basic classes for GUI programming.
               import java.awt.event.*;                      // Defines classes for working with events.
               import java.applet.*;                         // Defines the applet class.

               public class ColoredHelloWorldApplet
                                 extends Applet implements ActionListener {

                          //   Defines a subclass of Applet. The "implements ActionListener"
                          //   part says that objects of type ColoredHelloApplet are
                          //   capable of listening for ActionEvents. This is necessary
                          //   if the applet is to respond to events from the button.

                     int colorNum;                  // Keeps track of which color is displayed;
                                                    //     1 for red, 2 for blue, 3 for green.

                     Font textFont;                 // The font in which the message is displayed.
                                                    // A font object represents a certain size and
                                                    // style of text drawn on the screen.


                     public void init() {

                                 //   This routine is called by the system to initialize
                                 //   the applet. It sets up the font and initial colors
                                 //   of the applet. It adds a button to the applet for
                                 //   changing the message color.

                            setBackground(Color.lightGray);
                                  // The applet is filled with the background color before
                                  // the paint method is called. The button and the message
                                  // in this applet will appear on a light gray background.

                            colorNum = 1;               // The color of the message is set to red.

                            textFont = new Font("Serif",Font.BOLD,24);
                                  // Create a font object representing a big, bold font.

                            Button bttn = new Button("Change Color");
                                  // Create a new button. "ChangeColor" is the text
                                  // displayed on the button.

                            bttn.addActionListener(this);
                                  // Set up bttn to send an "action event" to this applet
                                  // when the user clicks the button. The parameter, this,
                                  // is a name for the applet object that we are creating.


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                            add(bttn);           // Add the button to the applet, so that it
                                                 // will appear on the screen.

                     }    // end init()


                     public void paint(Graphics g) {

                               // This routine is called by the system whenever the content
                               // of the applet needs to be drawn or redrawn. It displays
                               // the message "Hello World" in the proper color and font.

                          switch (colorNum) {          // Set the color.
                             case 1:
                                g.setColor(Color.red);
                                break;
                             case 2:
                                g.setColor(Color.blue);
                                break;
                             case 3:
                                g.setColor(Color.green);
                                break;
                          }

                          g.setFont(textFont);                            // Set the font.

                          g.drawString("Hello World!", 20,70);                                   // Draw the message.

                     }    // end paint()


                     public void actionPerformed(ActionEvent evt) {

                               //   This routine is called by the system when the user clicks
                               //   on the button. The response is to change the colorNum
                               //   which determines the color of the message, and to call
                               //   repaint() to see that the applet is redrawn with the
                               //   new color.

                          if (colorNum == 1)                          // Change colorNum.
                             colorNum = 2;
                          else if (colorNum == 2)
                             colorNum = 3;
                          else
                             colorNum = 1;

                          repaint();           // Tell system that this applet needs to be redrawn

                     }    // end init()

               } // end class ColoredHelloWorldApplet

                                       [ Next Section | Previous Chapter | Chapter Index | Main Index ]




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      Section 6.2
      HTML Basics



      APPLETS GENERALLY APPEAR ON PAGES in a Web browser program. Such pages are themselves
      written in a language called HTML (HyperText Markup Language). An HTML document describes the
      contents of a page. A Web browser interprets the HTML code to determine what to display on the page.
      The HTML code doesn't look much like the resulting page that appears in the browser. The HTML
      document does contain all the text that appears on the page, but that text is "marked up" with commands
      that determine the structure and appearance of the text and determine what will appear on the page in
      addition to the text.

      HTML has developed rapidly in the last few years, and it has become a rather complicated language. In this
      section, I will cover just the basics of the language. While that leaves out all the fancy stuff, it does include
      just about everything I've used to make the Web pages in this on-line text.

      It is possible to write an HTML page using an ordinary text editor, typing in all the mark-up commands by
      hand. However, there are many Web-authoring programs that make it possible to create Web pages without
      ever looking at the underlying code. Using these tools, you can compose a Web page in much the same way
      that you would write a paper with a word processor. For example, Netscape Composer, which is part of
      Netscape Communicator, works in this way. However, my opinion is that making high-quality Web pages
      still requires some work with raw HTML, and serious Web authors still need to learn the HTML language.

      The mark-up commands used by HTML are called tags. An HTML tag takes the form

                                                  <tag-name optional-modifiers>
      Where the tag-name is a word that specifies the command, and the optional-modifiers, if present, are used
      to provide additional information for the command (much like parameters in subroutines). A modifier takes
      the form

                                                        modifier-name = value

      Usually, the value is enclosed in quotes, and it must be if it is more than one word long or if it contains
      certain special characters. There are a few modifiers which have no value, in which case only the name of
      the modifier is present. HTML is case insensitive, which means that you can use uppercase and lowercase
      letters interchangeably in tags and modifiers.

      A simple example of a tag is <HR>, which draws a line -- also called a "horizontal rule" -- across the page.
      The HR tag can take several possible modifiers such as WIDTH and ALIGN. For example, the short line just
      after the heading of this page was produced by the HTML command:

                                           <HR      align=center            width="33%">

      The WIDTH here is specified as 33% of the available space. It could also be given as a fixed number of
      pixels. The value for ALIGN could be CENTER, LEFT, or RIGHT. A LEFT alignment would shove the line
      to the left side of the page, and a RIGHT alignment, to the right side. WIDTH and ALIGN are optional
      modifiers. If you leave them out, then their default values will be used. The default for WIDTH is 100%, and
      the default for ALIGN is LEFT.
      Many tags require matching closing tags, which take the form

                                                            </tag-name>

      For example, the tag <PRE> must always have a matching closing tag </PRE> later in the document. The


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      tag applies to everything that comes between the opening tag and the closing tag. The <PRE> tag tells a
      Web browser to display everything between the <PRE> and the </PRE> just as it is formatted in the
      original HTML source code, including all the spaces and carriage returns. (But tags between <PRE> and
      </PRE> are still interpreted by the browser.) "PRE" stands for preformatted text. All of the sample
      programs in these notes are formatted using the <PRE> command.

      It is important for you to understand that when you don't use PRE, the computer will completely ignore the
      formatting of the text in the HTML source code. The only thing it pays attention to is the tags. Five blank
      lines in the source code have no more effect than one blank line or even a single blank space. Outside of
      <PRE>, if you want to force a new line on the Web page, you can use the tag <BR>, which stands for
      "break". For example, I might give my address as:

                      David Eck<BR>
                      Department of Mathematics and Computer Science<BR>
                      Hobart and William Smith Colleges<BR>
                      Geneva, NY 14456<BR>

      If you want extra vertical space in your web page, you can use several <BR>'s in a row.
      Similarly, you need a tag to indicate how the text should be broken up into paragraphs. This is done with
      the <P> tag, which should be placed at the beginning of every paragraph. The <P> tag has a matching
      </P>, which should be placed at the end of each paragraph. The closing </P> is technically optional, but
      it is considered good form to use it. If you want all the lines of the paragraph to be shoved over to the right,
      you can use <P ALIGN=RIGHT> instead of <P>. (This is mostly useful when used with one short line, or
      when used with <BR> to make several short lines.) You can also use <P ALIGN=CENTER> for centered
      lines.

      By the way, if tags like <P> and <HR> have special meanings in HTML, you might wonder how I can get
      them to appear here on this page. To get certain special characters to appear on the page, you have to use an
      entity name in the HTML source code. The entity name for < is &lt;, and the entity name for > is &gt;.
      Entity names begin with & and end with a semicolon. The character & is itself a special character whose
      entity name is &amp;. There are also entity names for nonstandard characters such as the accented e, é,
      which has the entity name &eacute;.
      The rest of this page discusses several other basic HTML tags. This is not meant to be a complete
      discussion. But it is enough to produce interesting pages.


      Overall Document Structure
      HTML documents have a standard structure. They begin with <HTML> and end with </HTML>. Between
      these tags, there are two sections, the head, which is marked off by <HEAD> and </HEAD>, and the body,
      which -- as I'm sure you have guessed -- is surrounded by <BODY> and </BODY>. Often, the head contains
      only one item: a title for the document. This title might be shown, for example, in the title bar of a Web
      browser window. The title should not contain any HTML tags. The body contains the actual page contents
      that are displayed by the browser. So, an HTML document takes this form:
                   <HTML>

                   <HEAD>
                   <TITLE>page-title</TITLE>
                   </HEAD>

                   <BODY>



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                   page-contents

                   </BODY>

                   </HTML>
      Web browsers are not very picky about enforcing this structure; you can probably get away with leaving out
      everything but the actual page contents. But it is good form to follow this structure for your pages.

      The <BODY> tag can take a number of modifiers that affect the appearance of the page when it is displayed.
      The modifier named BGCOLOR can be used to set the background color of the page. For example,

                                                     <BODY bgcolor=white>
      will ensure that the background color for the page is white. You can add modifiers to control the color of
      regular text (TEXT), hypertext links (LINK), and links to pages that have already been visited (VLINK).
      When the user clicks and holds the mouse button on a link, the link is said to be active; you can control the
      color of active links with the ALINK modifier. For example, how about a page with a black background,
      white text, blue links, red active links, and gray visited links:

           <BODY       bgcolor=black              text=white           link=blue      alink=red   vlink=gray>
      There are several standard color names that you can use in this context, but if you want complete control,
      you'll have to learn how to specify colors using hexadecimal numbers. It is also possible to use an image for
      the background of the page, instead of a solid color. Look up the details if you are interested.


      Headings and Font Styles
      HTML has a number of tags that affect the size and style of displayed text. For a heading, which is meant to
      stand out on a line by itself, HTML offers the tags <H1>, <H2>, ..., <H6>. These tags are always used with
      matching closing tags such as </H1>. The <H1> tag is meant for the most important headings and
      produces the largest size text. I've found <H4> through <H6> to be too small to be useful. You can use
      <BR> tags in headings, if you want multi-line headings. You can also use links and images, which are
      described below. The heading tags can take ALIGN as a modifier, with the value LEFT, RIGHT, or
      CENTER. For example, the heading


                                          A Sample Heading
      was written as "<H1 align=center>A Sample Heading</H1>" in the HTML source code.

      There are a number of different style tags that you can apply to text. For example, bold text can be obtained
      by surrounding the text with <B> and </B>. You can use <i> for italic, <U> for underlined, and <TT> for
      typewriter style text. Most browsers support <SUB> for subscripted text and <SUP> for superscripted text.
      For example, "x<SUP>2</SUP>" will give: x2.
      Because HTML is meant to describe the logical structure of a document, rather than its exact appearance, it
      has a number of tags for displaying the logical style of the text. For example, the <EM> tag is meant to
      emphasize the text surrounded by <EM> and </EM>, while <STRONG> is for strong emphasis. And the
      <CITE> style tag is meant for titles of books.




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      You can get even more control over the style of the text by using the <FONT>...</FONT> tag. The
      <FONT> tag uses modifiers such as COLOR and SIZE to control the appearance of the font. For big      blue
      text, you would say:
                               <FONT color=blue size="+1">big blue text</FONT>

      The value "+1" for the SIZE modifier means "a little bigger than usual." You could use "+2" for an even
      bigger font, "-1" for a smaller font, and so on. However, only a limited number of different sizes are
      available.


      Lists
      There are several tags for producing lists of items. The most widely used of these are <UL> and <OL>. The
      <OL> tag gives an "ordered list", in which the items are numbered consecutively. The item numbers are
      provided by the browser. The <UL> tag gives an "unordered list", in which the items are all marked with
      the same special symbol. In the HTML source code, each list item is indicated by placing a <LI> tag at the
      beginning of the item. The end of the list is marked by the appropriate closing tag, </OL> or </UL>. For
      example, the following source code:

                   <UL>
                   <LI>Isaac Asimov
                   <LI>Ursula Leguin
                   <LI>Greg Bear
                   <LI>C. J. Cherryh
                   </UL>
      produces this list:
          ● Isaac Asimov

            ●   Ursula Leguin
            ●   Greg Bear
            ●   C. J. Cherryh


      Links
      The most distinctive feature of HTML is that documents can contain links to other documents. The user can
      follow links from page to page and in the process visit pages from all over the Internet.

      The <A> tag is used to create a link. The text between the <A> and its matching </A> appears on the page.
      Usually, it is underlined and in a special color. The user can follow the link by clicking on this text. The
      <A> tag uses the modifier HREF to say which document the link should connect to. The value for HREF
      must be a URL (Uniform Resource Locator). A URL is a coded set of instructions for finding a document
      on the Internet. For example, the URL for my own "home page" is

                                                        http://math.hws.edu/eck/

      To make a link to this page, such as David's Home Page, I would use the HTML source code

                     <A HREF="http://math.hws.edu/eck/">David's Home Page</A>
      The best place to find URLs is on existing Web pages. Most browsers display the URL for the page you are
      currently viewing, and they can display the URL of a link if you point to the link with the mouse.


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      If you are writing an HTML document and you want to make a link to another document that is in the same
      directory, you can use a relative URL. A relative URL consists of just the name of the file. For example, the
      page you are now viewing comes from a directory that also contains the other sections in this chapter. For a
      link to Section 1, which is in a file named s1.html, the relative URL would be just "s1.html", and the
      complete link would look like

                                           <A HREF="s1.html">Section 1</A>
      There are also relative URLs for linking to files that are in "nearby" directories. Using relative URLs is a
      good idea, since if you use them, you can move a whole collection of files without changing any of the links
      between them (as long as you don't change the relative locations of the files).


      Images
      You can add images to a Web page with the <IMG> tag. (This is a tag that has no matching closing tag.)
      The actual image must be stored in a separate file from the HTML document. The <IMG> tag has a
      required modifier, named SRC, to specify the URL of the image file. For most browsers, the image should
      be in one of the formats GIF (with a file name ending in ".gif") or JPEG (with a file name ending in ".jpeg"
      or ".jpg"). A so-called animated gif file actually contains a series of images that the browser will display as
      an animation. Usually, the image is stored in the same place as the HTML document, and a relative URL is
      used to specify the image file.

      The <IMG> tag also has several optional modifiers. It's a good idea to always include the HEIGHT and
      WIDTH modifiers, which specify the size of the image in pixels. Some browsers, including Netscape,
      handle images better if they know in advance how big they are. For browsers that can't display images, you
      can use the ALT modifier to specify a string that will be displayed by the browser in place of the image.

      The ALIGN modifier can be used to affect the placement of the image. "ALIGN=RIGHT" will shove the
      image to the right edge of the page, and the text on the page will flow around the image. "ALIGN=LEFT"
      works similarly. (Unfortunately, "ALIGN=CENTER" doesn't have the meaning you would expect.
      Browsers treat images as if they are just big characters. Images can occur inside paragraphs, links, and
      headings, for example. Alignment values of CENTER, TOP, and BOTTOM are used to specify how the image
      should line up with other characters in a line of text: Should the baseline of the text be at the center, the top,
      or the bottom of the image? Alignment values of RIGHT and LEFT were added to HTML later, but they are
      the most useful values.)

      For example, here is HTML code that will place an image from a file named figure1.gif on the page.
                 <IMG SRC="figure1.gif" ALIGN=RIGHT HEIGHT=150
                                             WIDTH=100 ALT="Figure 1">
      The image is 100 pixels wide and 150 pixels high. It will appear on the right edge of the page. If a browser
      can't display images, it will display the string "Figure 1" instead.

      There are many places on the Web where you can get graphics for use on your Web pages. For example,
      http://www.iconbazaar.com makes a large number of images available. You should, of course, check on the
      owner's copyright policy before using someone else's images on your pages.


      The Applet tag and Applet Parameters
      The <APPLET> tag is used to add a Java applet to a Web page. This tag must have a matching
      </APPLET>. A required modifier named CODE gives the name of the compiled class file that contains the
      applet. HEIGHT and WIDTH modifiers are required to specify the size of the applet. If you want the applet


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      to be centered on the page, you can put the applet in a paragraph with CENTER alignment So, an applet tag
      to display an applet named HelloWorldApplet centered on a Web page would look like this:
                   <P ALIGN=CENTER>
                   <APPLET CODE="HelloWorldApplet.class" HEIGHT=50 WIDTH=150>
                   </APPLET>
                   </P>
      This assumes that the file HelloWorldApplet.class is located in the same directory with the HTML
      document. If this is not the case, you can use another modifier, CODEBASE, to give the URL of the
      directory that contains the class file. The value of CODE itself is always just a file name, not a URL.
      If an applet uses a lot of .class files, it's a good idea to collect all the .class files into a single .zip or .jar file.
      Zip and jar files are archive files which hold a number of smaller files. Your Java development system is
      probably capable of creating them in some way. If your class files are in an archive, then you have to
      specify the name of the archive file in an ARCHIVE modifier in the <APPLET> tag. Archive files won't
      work on older browsers, but they should work for any browser that understands Java 1.1.

      Applets can use applet parameters to customize their behavior. Applet parameters are specified by using
      <PARAM> tags, which can only occur between an <APPLET> tag and the closing </APPLET>. The
      PARAM tag has required modifiers named NAME and VALUE, and it takes the form

                               <PARAM        NAME="param-name"               VALUE="param-value">
      The parameters are available to the applet when it runs. An applet can use the predefined method
      getParameter() to check for parameters specified in PARAM tags. The getParameter() method
      has the following interface:

                                     String getParameter(String paramName)

      The parameter paramName corresponds to the param-name in a PARAM tag. If the specified
      paramName actually occurs in one of the PARAM tags, then getParameter returns the associated
      param-value. If the specified paramName does not occur in any PARAM tag, then getParameter
      returns the value null. Parameter names are case-sensitive, so you can't use "size" in the PARAM tag and
      ask for "Size" in getParameter.

      By the way, if you put anything besides PARAM tags between <APPLET> and </APPLET>, it will be
      ignored by any browser that supports Java. On the other hand, a browser that does not support Java will
      ignore the APPLET and PARAM tags. This means that if you put a message such as "Your browser doesn't
      support Java" between <APPLET> and </APPLET>, then that message will only appear in browsers that
      don't support Java.

      Here is an example of an APPLET tag with PARAMs and some extra text for display in browsers that don't
      support Java:
                 <APPLET code="ShowMessage.class" WIDTH=200 HEIGHT=50>
                    <PARAM NAME="message" VALUE="Goodbye World!">
                    <PARAM NAME="font" VALUE="Serif">
                    <PARAM NAME="size" VALUE="36">
                    <p align=center>Sorry, but your browser doesn't support Java!</p>
                 </APPLET>

      The applet ShowMessage would presumably read these parameters in its init() method, which might
      go something like this:
                     String display; // Instance variable: message to be displayed.
                     String fontName; // Instance variable: font to use for display.



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                     public void init() {
                         String value;
                         value = getParameter("message"); // Get message PARAM, if any.
                         if (value == null)
                            display = "Hello World!"; // default value
                         else
                            display = value; // Value from PARAM tag.
                         value = getParameter("font");
                         if (value == null)
                            fontName = "SansSerif"
                         else
                            fontName = value;
                          .
                          .
                          .

      Dealing with the size parameter would be just a little harder, since a parameter value is always a
      String, and the size is supposed to be an int. This means that the String value must somehow be
      converted to an int. We'll worry about how to do that later.


                                       [ Next Section | Previous Section | Chapter Index | Main Index ]




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Java Programing: Section 6.3

      Section 6.3
      Graphics and the Paint Method



      EVERYTHING YOU SEE ON A COMPUTER SCREEN has to be drawn there, even the text. The Java
      API includes a range of classes and methods that are devoted to drawing. In this section, I'll look at some of
      the most basic of these. Note that all the classes mentioned in this section are defined in the package
      java.awt.

      For most of this chapter, we'll be drawing directly on applets, usually in the applets' paint() methods. In
      Section 6, we'll encounter anther class of GUI component, Canvas, that exists only to be drawn on. In
      many cases, a program does all its drawing in a Canvas which is just one of several components contained
      in the applet. The Canvas class, the Applet class, and in fact all of the classes that represent GUI
      components are subclasses of another class, named Component. The Component class represents the
      general idea of a Graphical User Interface component that can appear on the screen. Many of the methods
      used in applets, including paint() and repaint(), are actually inherited from Component. Most of
      what I will say about graphics applies to any Component, not just to Applets and Canvases.
      Whenever I talk about GUI components, I am referring to all objects that belong to subclasses of the
      Component class.
      To do any drawing at all in Java, you need a graphics context. A graphics context is an object belonging to
      the class, Graphics. Instance methods are provided in this class for drawing shapes, text, and images.
      Any given Graphics object can draw to only one location. In this chapter, that location will always be
      one of Java's GUI components, such as an applet. The Graphics class is an abstract class, which means
      that it is impossible to create a graphics context directly, with a constructor. There are two ways to get a
      graphics context for drawing on a component: First of all, of course, when a component's paint()
      method is called, the parameter to that method is a graphics context for drawing on the component. Second,
      to make it possible to draw on a component from outside its paint() method, every component has an
      instance method called getGraphics(). This method is a function that returns a graphics context for the
      component. (The official line is that all drawing in a component should be done in that component's
      paint() method, but I have found that this is not always practical and does not always give acceptable
      performance. Anyway, if the people who designed Java really meant it, they wouldn't have made the
      getGraphics() method public.)

      The instance method, getGraphics(), is defined in the Component class. It returns a graphics context
      that can be used for drawing to a particular component. That is, if comp is any component object and if g is
      a variable of type Graphics, then you can say

                                                  g = comp.getGraphics();

      After this assignment, g can be used for drawing to the rectangular area of the screen that represents the
      component, comp. When you are writing your own applet or other component class, you need to call the
      (inherited) getGraphics() method in the same class. So, you would say simply "g =
      getGraphics()". This gives you a graphics context for drawing in the component you are writing.

      If g is a graphics context that you've obtained with the getGraphics() methods, it is a good idea to call
      the method g.dispose() after you have finished using it. This method frees any system resources that
      are used by the graphics context. This is a good idea because on many systems, such resources are limited.
      However, you should never call dispose() for the graphics context provided in the paint() method.
      And you should never try to use a graphics context that has been disposed.




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      Paint, Repaint, and Update
      Most components do, in fact, do all drawing operations in their paint() methods. The paint() method
      should be smart enough to correctly redraw the component at any time, using data stored in instance
      variables that record the state of the component. If in the middle of some other method you realize that the
      appearance of the component should change, then you should change the values of the instance variables
      and call the component's repaint() method. This tells the system that it should redraw the component as
      soon as it gets a chance (by calling the component's paint() method). This approach is satisfactory in
      most cases. The alternative approach -- drawing directly to the applet with a graphics context obtained
      through getGraphics() -- should be used only when repaint() doesn't give satisfactory results.

      Now, as it happens, the system does not actually call the paint() method directly. There is another
      method called update() which is the one actually called directly by the system. The built-in update
      procedure first fills in the entire component with a background color. Then it calls the paint() method.
      The paint() method draws on a rectangular area that has already been filled with the background color.
      Usually, this is the right thing to do. However, if the paint method itself fills in the entire rectangle, so that
      none of the background color is visible, then filling in the background was a wasted step. In that case, you
      can override update() to read simply:
                     public void update(Graphics g) {
                        paint(g); // Don't fill with background color; just call paint.
                     }

      It is possible to set the background color of a component, using the component's setBackground()
      instance method that I will discuss below.


      Coordinates
      The screen of a computer is a grid of little squares called pixels. The color of each pixel can be set
      individually, and drawing on the screen just means setting the colors of individual pixels.

      A graphics context draws in a rectangle made
      up of pixels. A position in the rectangle is
      specified by a pair of integer coordinates,
      (x,y). The upper left corner has coordinates
      (0,0). The x coordinate increases from left
      to right, and the y coordinate increases from
      top to bottom. The illustration on the right
      shows a 12-by-8 pixel component (with very
      large pixels). A small line, rectangle, and oval
      are shown as they would be drawn by coloring
      individual pixels. (Note that, properly
      speaking, the coordinates don't belong to the
      pixels but to the grid lines between them.)

      For any component, you can find out the size of the rectangle that it occupies by calling the instance method
      getSize(). This method returns an object that belongs to the class, Dimension. A Dimension object
      has two integer instance variables, width and height. The width of the component is
      getSize().width pixels, and its height is getSize().height pixels.
      When you are writing an applet, you don't necessarily know the applet's size. The size of an applet is
      usually specified in an <APPLET> tag in the source code of a Web page, and it's easy for the Web-page
      author to change the specified size. In some cases, when the applet is displayed in some other kind of
      window instead of on a Web page, the applet can even be resized while it is running. So, it's not good form


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      to depend on the size of the applet being set to some particular value. For other components, you have even
      less chance of knowing the component's size in advance. This means that it's good form to check the size of
      a component before doing any drawing on that component. For example, you can use a paint() method
      that looks like:
                 public        void paint(Graphics g) {
                    int        width = getSize().width;    // Find out the width of component.
                    int        height = getSize().height; // Find out its height.
                    . .        .   // Draw the contents of the component.
                 }
      Of course, your drawing commands will have to take the size into account. That is, they will have to use
      (x,y) coordinates that are calculated based on the actual height and width of the applet.


      Colors
      Java is designed to work with the RGB color system. An RGB color is specified by three numbers that give
      the level of red, green, and blue, respectively, in the color. A color in Java is an object of the class, Color.
      You can construct a new color by specifying its red, blue, and green components. For example,

                                              myColor = new Color(r,g,b);
      There are two constructors that you can call in this way. In the one that I almost always use, r, g, and b are
      integers in the range 0 to 255. In the other, they are numbers of type float in the range 0.0F to 1.0F. (You
      might recall that a literal of type float is written with an "F" to distinguish it from a double number.)
      Often, you can avoid constructing new colors altogether, since the Color class defines several named
      constants representing common colors: Color.white, Color.black, Color.red, Color.green, Color.blue,
      Color.cyan, Color.magenta, Color.yellow, Color.pink, Color.orange, Color.lightGray, Color.gray, and
      Color.darkGray.

      An alternative to RGB is the HSB color system. In the HSB system, a color is specified by three numbers
      called the hue, the saturation, and the brightness. The hue is the basic color, ranging from red through
      orange through all the other colors of the rainbow. The brightness is pretty much what it sounds like. A
      fully saturated color is a pure color tone. Decreasing the saturation is like mixing white or gray paint into
      the pure color. In Java, the hue, saturation and brightness are always specified by values of type float in
      the range from 0.0F to 1.0F. The Color class has a static member function named getHSBColor for
      creating HSB colors. To create the color with HSB values given by h, s, and b, you can say:

                                       myColor = Color.getHSBColor(h,s,b);
      For example, you could make a random color that is as bright and as saturated as possible with

              myColor = Color.getHSBColor( (float)Math.random(), 1.0F, 1.0F );

      The type cast is necessary because the value returned by Math.random() is of type double, and
      Color.getHSBColor() requires values of type float. (By the way, you might ask why RGB colors
      are created using a constructor while HSB colors are created using a static member function. The problem is
      that we would need two different constructors, both of them with three parameters of type float.
      Unfortunately, this is impossible. You can only have two constructors if their numbers or type of
      parameters differ.)

      The RGB system and the HSB system are just different ways of describing the same set of colors. It is
      possible to translate between one system and the other. The best way to understand the color systems is to
      experiment with them. In the following applet, you can use the scroll bars to control the RGB and HSB
      values of a color. A sample of the color is shown on the right side of the applet. Computer monitors differ
      as to the number of different colors they can display, so you might not get to see the full range of colors in


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      this applet.

                                                      Sorry, your browser doesn't
                                                             support Java.

      One of the instance variables in a Graphics object is the current drawing color, which is used for all
      drawing of shapes and text. If g is a graphics context, you can change the current drawing color for g using
      the method g.setColor(c), where c is a Color. For example, if you want to draw in green, you would
      just say g.setColor(Color.green). The graphics context continues to use the color until you
      explicitly change it with another setColor() command. If you want to know what the current drawing
      color is, you can call the function g.getColor(), which returns an object of type Color. This can be
      useful if you want to change to another drawing color temporarily and then restore the previous drawing
      color.

      Every component has an associated foreground color and background color. When the component is filled
      by the update() method, it is filled with the background color. When a new graphics context is created
      for a component, the current drawing color is set to the foreground color. Note that the foreground color and
      background color are properties of the component, not of a graphics context.

      The foreground and background colors can be set by instance methods setForeground(c) and
      setBackground(c), which are defined in the Component class and therefore are available for use
      with any component. These methods are commonly used to set the foreground and background colors of an
      applet in the applet's init() method.


      Fonts
      A font represents a particular size and style of text. The same character will appear different in different
      fonts. In Java, a font is characterized by a font name, a style, and a size. The available font names are
      system dependent, but you can always use the following four strings as font names: "Serif", "SansSerif",
      "Monospaced", and "Dialog". In Java 1.0, the font names were "TimesRoman", "Helvetica", and "Courier".
      You can still use the older names if you want. (A "serif" is a little decoration on a character, such as a short
      horizontal line at the bottom of the letter i. "SansSerif" means "without serifs." "Monospaced" means that
      all the characters in the font have the same width. The "Dialog" font is the one that is typically used in
      dialog boxes.)

      The style of a font is specified using named constants that are defined in the Font class. You can specify
      the style as one of the four values:
            ●   Font.PLAIN,
            ●   Font.ITALIC,
            ●   Font.BOLD, or
            ●   Font.BOLD + Font.ITALIC.
      The size of a font is an integer. Size typically ranges from about 10 to 36, although larger sizes can also be
      used. The size of a font is usually about equal to the height of the largest characters in the font, in pixels,
      but this is not a definite rule. The size of the default font is 12.

      Java uses the class named Font for representing fonts. You can construct a new font by specifying its font
      name, style, and size in a constructor:
                      Font plainFont = new Font("Serif", Font.PLAIN, 12);
                      Font bigBoldFont = new Font("SansSerif", Font.BOLD, 24);
      Every graphics context has a current font, which is used for drawing text. You can change the current font
      with the setFont() method. For example, if g is a graphics context and bigBoldFont is a font, then


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      the command g.setFont(bigBoldFont) will set the current font of g to bigBoldFont. You can
      find out the current font of g by calling the method g.getFont(), which returns an object of type Font.

      Every component has an associated font. It can be set with the instance method setFont(font), which
      is defined in the Component class. When a graphics context is created for drawing on a component, the
      graphic context's current font is set equal to the font of the component.


      Shapes
      The Graphics class includes a large number of instance methods for drawing various shapes, such as
      lines, rectangles, and ovals. The shapes are specified using the (x,y) coordinate system described above.
      They are drawn in the current drawing color of the graphics context. The current drawing color is set to the
      foreground color of the component when the graphics context is created, but it can be changed at any time
      using the setColor() method.
      Here is a list of some of the most important drawing methods. With all these commands, any drawing that is
      done outside the boundaries of the component is ignored. Note that all these methods are in the Graphics
      class, so they all must be called through an object of type Graphics.

               drawString(String str, int x, int y) -- Draws the text given by the string
               str. The string is drawn using the current color and font of the graphics context. x specifies
               the position of the left end of the string. y is the y-coordinate of the baseline of the string.
               The baseline is a horizontal line on which the characters rest. Some parts of the characters,
               such as the tails on a y or g, extend below the baseline.

               drawLine(int x1, int y1, int x2, int y2) -- Draws a line from the point
               (x1,y1) to the point (x2,y2). The line is drawn as if with a pen that hangs one pixel to
               the right and one pixel down from the (x,y) point where the pen is located. For example, if
               g refers to an object of type Graphics, then the command g.drawLine(x,y,x,y),
               which corresponds to putting the pen down at a point, draws the single pixel located at the
               point (x,y).

               drawRect(int x, int y, int width, int height) -- Draws the outline of a
               rectangle. The upper left corner is at (x,y), and the width and height of the rectangle are as
               specified. If width equals height, then the rectangle is a square. If the width or the
               height is negative, then nothing is drawn. The rectangle is drawn with the same pen that is
               used for drawLine(). This means that the actual width of the rectangle as drawn is
               width+1, and similarly for the height. There is an extra pixel along the right edge and the
               bottom edge. For example, if you want to draw a rectangle around the edges of the
               component, you can say "g.drawRect(0, 0, getSize().width-1,
               getSize().height-1);", where g is a graphics context for the component.

               drawOval(int x, int y, int width, int height) -- Draws the outline of
               an oval. The oval is one that just fits inside the rectangle specified by x, y, width, and
               height. If width equals height, the oval is a circle.

               drawRoundRect(int x, int y, int width, int height, int xdiam,
               int ydiam) -- Draws the outline of a rectangle with rounded corners. The basic rectangle
               is specified by x, y, width, and height, but the corners are rounded. The degree of
               rounding is given by xdiam and ydiam. The corners are arcs of an ellipse with horizontal
               diameter xdiam and vertical diameter ydiam. A typical value for xdiam and ydiam is 16.
               But the value used should really depend on how big the rectangle is.

               draw3DRect(int x, int y, int width, int height, boolean


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               raised) -- Draws the outline of a rectangle that is supposed to have a three-dimensional
               effect, as if it is raised from the screen or pushed into the screen. The basic rectangle is
               specified by x, y, width, and height. The raised parameter tells whether the rectangle
               seems to be raised from the screen or pushed into it. The 3D effect is achieved by using
               brighter and darker versions of the drawing color for different edges of the rectangle. The
               documentation recommends setting the drawing color equal to the background color before
               using this method. The effect won't work well for some colors.

               drawArc(int x, int y, int width, int height, int startAngle,
               int arcAngle) -- Draws part of the oval that just fits inside the rectangle specified by x,
               y, width, and height. The part drawn is an arc that extends arcAngle degrees from a
               starting angle at startAngle degrees. Angles are measured with 0 degrees at the 3 o'clock
               position (the positive direction of the horizontal axis). Positive angles are measured
               counterclockwise from zero, and negative angles are measured clockwise. To get an arc of a
               circle, make sure that width is equal to height.

               fillRect(int x, int y, int width, int height) -- Draws a filled-in
               rectangle. This fills in the interior of the rectangle that would be drawn by
               drawRect(x,y,width,height). The extra pixel along the bottom and right edges is
               not included. The width and height parameter give the exact width and height of the
               rectangle. For example, if you wanted to fill in the entire component, you could say
               "g.fillRect(0, 0, getSize().width, getSize().height);"

               fillOval(int x, int y, int width, int height) -- Draws a filled-in oval.

               fillRoundRect(int x, int y, int width, int height, int xdiam,
               int ydiam) -- Draws a filled-in rounded rectangle.

               fill3DRect(int x, int y, int width, int height, boolean
               raised) -- Draws a filled-in three-dimensional rectangle.

               fillArc(int x, int y, int width, int height, int startAngle,
               int arcAngle) -- Draw a filled-in arc. This looks like a wedge of pie, whose crust is the
               arc that would be drawn by the drawArc method.


      Let's use some of the material covered in this section to write an applet. The applet will draw multiple
      copies of a message on a black background. Each copy of the message is in a random color. Five different
      fonts are used, with different sizes and styles. The displayed message is the string "Java!", but a different
      message can be specified in an applet param. (Applet params were discussed at the end of the previous
      section.) The applet works OK no matter what size is specified for the applet in the <applet> tag. Here's
      the applet:

                                                      Sorry, your browser doesn't
                                                             support Java.

      The applet does have a problem. When the paint() method is called, it chooses random colors, fonts, and
      locations for the messages. The information about which colors, fonts, and locations are used is not stored
      anywhere. The next time paint() is called, it will make different random choices and will draw a
      different picture. For this particular applet, the problem only really appears when the applet is partially
      covered and then uncovered. Only the part that was covered will be redrawn, and in the part that's not
      redrawn, the old picture will remain. Try it. You'll see partial messages, cut off by the dividing line between
      the new picture and the old. (Actually, in some browsers, the entire applet might be repainted, even if only
      part of it was covered.) A better approach is to compute the contents of the picture elsewhere, outside the
      paint() method. Information about the picture should be stored in instance variables, and the paint()
      method should use that information to draw the picture. If paint() is called twice before the data is


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      recomputed, it should draw the same picture twice. Unfortunately, to store the data for the picture in this
      applet, we would need to use either arrays, which will not be covered until Chapter 8, or off-screen images,
      which will not be covered until Section 7.1. Other applets in this chapter will suffer from the same problem.

      The source for the applet is shown below. I use an instance variable called message to hold the message
      that the applet will display. There are five instance variables of type Font that hold represents different
      sizes and styles of text. These variables are initialized in the applet's init() method. I also use the
      init() method to set the background color of the applet to black.
      The paint method simply draws 25 copies of the message. For each copy, it chooses one of the five fonts at
      random, and it calls g.setFont() to select that font for drawing the text. It creates a random HSB color
      and uses g.setColor() to select that color for drawing. It then chooses random (x,y) coordinates for
      the location of the message. The x coordinate gives the horizontal position of the left end of the string. The
      formula used for the x coordinate, "-50 + (int)(Math.random()*(width+40)" gives a random
      integer in the range from -50 to width-10. This makes it possible for the string to extend beyond the left
      edge or the right edge of the applet. Similarly, the formula for y allows the string to extend beyond the top
      and bottom of the applet.

      Here is the complete source code:

               /*
                     This applet displays 25 copies of a message. The color and
                     position of each message is selected at random. The font
                     of each message is randomly chosen from among five possible
                     fonts. The messages are displayed on a black background.
               */


               import java.awt.*;
               import java.applet.*;

               public class RandomStrings extends Applet {

                     String message;               //   The message to be displayed. This can be set
                                                   //   in an applet param with name "message". If no
                                                   //   value is provided in the applet tag, then
                                                   //   the string "Java!" is used as the default.

                     Font font1, font2, font3, font4, font5;                           // The five fonts.

                     public void init() {

                          message = getParameter("message");                          // Look for message in an
                                                                                      //   applet param named
                                                                                      //   "message".

                          if (message == null)                    // If no message is found, use "Java!".
                             message = "Java!";

                          font1     =   new    Font("Serif", Font.BOLD, 14);
                          font2     =   new    Font("SansSerif", Font.BOLD + Font.ITALIC, 24);
                          font3     =   new    Font("Monospaced", Font.PLAIN, 20);
                          font4     =   new    Font("Dialog", Font.PLAIN, 30);
                          font5     =   new    Font("Serif", Font.ITALIC, 36);



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                          setBackground(Color.black);

                     } // end init()


                     public void paint(Graphics g) {

                          int width = getSize().width;   // Get applet's width and height.
                          int height = getSize().height;

                          for (int i = 0; i < 25; i++) {

                                 // Draw one string. First, set the font to be one
                                 // of the five available fonts, at random.

                                 int fontNum = (int)(5*Math.random()) + 1;
                                 switch (fontNum) {
                                    case 1:
                                       g.setFont(font1);
                                       break;
                                    case 2:
                                       g.setFont(font2);
                                       break;
                                    case 3:
                                       g.setFont(font3);
                                       break;
                                    case 4:
                                       g.setFont(font4);
                                       break;
                                    case 5:
                                       g.setFont(font5);
                                       break;
                                 } // end switch

                                 // Set the color to be a bright, saturated color,
                                 //    with a random hue.

                                 float hue = (float)Math.random();
                                 g.setColor( Color.getHSBColor(hue, 1.0F, 1.0F) );

                                 // Select the position of the string, at random.

                                 int x,y;
                                 x = -50 + (int)(Math.random()*(width+40));
                                 y = (int)(Math.random()*(height+20));

                                 // Draw the message.

                                 g.drawString(message,x,y);

                          } // end for

                     }    // end paint()


               }     // end class RandomStrings


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                                       [ Next Section | Previous Section | Chapter Index | Main Index ]




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Java Programing: Section 6.4

      Section 6.4
      Mouse Events



      EVENTS ARE CENTRAL to programming for a graphical user interface. A GUI program doesn't have a
      main() routine that outlines what will happen when the program is run, in a step-by-step process from
      beginning to end. Instead, the program must be prepared to respond to various kinds of events that can
      happen at unpredictable times and in an order that the program doesn't control. The most basic kinds of
      events are generated by the mouse and keyboard. The user can press any key on the keyboard, move the
      mouse, or press a button on the mouse. The user can do any of these things at any time, and the computer
      has to respond appropriately.

      In Java, events are represented by objects. When an event occurs, the system collects all the information
      relevant to the event and constructs an object to contain that information. Different types of events are
      represented by objects belonging to different classes. For example, when the user presses a button on the
      mouse, an object belonging to a class called MouseEvent is constructed. The object contains information
      such as the GUI component on which the user clicked, the (x,y) coordinates of the point in the
      component where the click occurred, and which button on the mouse was pressed. When the user presses a
      key on the keyboard, a KeyEvent is created. After the event object is constructed, it is passed as a
      parameter to a designated subroutine. By writing that subroutine, the programmer says what should happen
      when the event occurs.

      As a Java programmer, you get a fairly high-level view of events. There is lot of processing that goes on
      between the time that the user presses a key or moves the mouse and the time that a subroutine in your
      program is called to respond to the event. Fortunately, you don't need to know much about that processing.
      But you should understand this much: Even though your GUI program doesn't have a main() routine,
      there is a sort of main routine running somewhere that executes a loop of the form
                        while the program is still running:
                            Wait for the next event to occur
                            Call a subroutine to handle the event
      This loop is called an event loop. Every GUI program has an event loop. In Java, you don't have to write the
      loop. It's part of "the system". If you write a GUI program in some other language, you might have to
      provide a main routine that runs an event loop.
      In this section, we'll look at handling mouse events in Java, and we'll cover the framework for handling
      events in general. The next section will cover keyboard events. Java also has other types of events, which
      are produced by GUI components. These will be introduced in Section 6 and covered in detail in Section
      7.3.


      For an event to have any effect, a program must detect the event and react to it. In order to detect an event,
      the program must "listen" for it. Listening for events is something that is done by an object called an event
      listener. An event listener object must contain instance methods for handling the events for which it listens.
      For example, if an object is to serve as a listener for events of type MouseEvent, then it must contain the
      following method (among several others):

                          public void mousePressed(MouseEvent evt) { . . . }
      The body of the method defines how the object responds when it is notified that a mouse button has been
      pressed. The parameter, evt, contains information about the event. This information can be used by the
      listener object to determine its response.

      The methods that are required in a mouse event listener are specified in an interface named


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      MouseListener. To be used as a listener for mouse events, an object must implement this
      MouseListener interface. Java interfaces were covered in Section 5.5. (To review briefly: An
      interface in Java is just a list of instance methods. A class can "implement" an interface by doing two
      things. First, the class must be declared to implement the interface, as in "class MyListener
      implements MouseListener" or "class RandomStrings extends Applet
      implements MouseListener". Second, the class must include a definition for each instance method
      specified in the interface. An interface can be used as the type for a variable or formal parameter. We
      say that an object implements the MouseListener interface if it belongs to a class that implements the
      MouseListener interface. Note that it is not enough for the object to include the specified methods. It
      must also belong to a class that is specifically declared to implement the interface.)

      Every event in Java is associated with a GUI component. For example, when the user presses a button on
      the mouse, the associated component is the one that the user clicked on. Before a listener object can "hear"
      events associated with a given component, the listener object must be registered with the component. If a
      MouseListener object, mListener, needs to hear mouse events associated with a component object,
      comp, the listener must be registered with the component by calling
      "comp.addMouseListener(mListener);". The addActionListener() method is an instance
      method in the class, Component. In particular, since an applet is a component, every applet has an
      addMouseListener(), and so it is possible to set up a listener to respond to clicks on the applet.

      The event classes, such as MouseEvent, and the listener interfaces, such as MouseListener, are
      defined in the package java.awt.event. This means that if you want to work with events, you should
      include the line "import java.awt.event.*;" at the beginning of your source code file.
      Admittedly, there is a large number of details to tend to when you want to use events. To summarize, you
      must
            1. Put the import specification "import java.awt.event.*;" at the beginning of your source
               code;
            2. Declare that some class implements the appropriate listener interface, such as MouseListener;
            3. Provide definitions in the class for the subroutines from that interface;
            4. Register the listener object with the applet or other component.

      Any object can act as a listener, if it implements the appropriate interface. It is considered good form to
      define new classes just for listening. Unfortunately, doing this effectively requires some rather advanced
      techniques. (See Section 7.6.) We'll use another strategy, which works well for small projects: Since an
      applet is itself an object, we'll let the applet itself listen for events. This means that the applet class will be
      declared to implement any necessary listener interfaces, and it will include the necessary methods to
      respond to the events.


      MouseEvent and MouseListener
      The MouseListener interface specifies five different instance methods:
                        public      void     mousePressed(MouseEvent evt);
                        public      void     mouseReleased(MouseEvent evt);
                        public      void     mouseClicked(MouseEvent evt);
                        public      void     mouseEntered(MouseEvent evt);
                        public      void     mouseExited(MouseEvent evt);

      The mousePressed method is called as soon as the user presses down on one of the mouse buttons, and
      mouseReleased is called when the user releases a button. These are the two methods that are most
      commonly used, but any mouse listener object must define all five methods. You can leave the body of a
      method empty if you don't want to define a response. The mouseClicked method is called if the user
      presses a mouse button and then releases it quickly, without moving the mouse. In most cases, you should


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      define mousePressed instead of mouseClicked. The other two methods are called when the mouse
      cursor enters or leaves the component. If you wanted the component to change appearance whenever the
      user moves the mouse over the component, you could define these two methods.

      As an example, let's look at an applet that does something when the user clicks on it. Here's an improved
      version of the RandomStrings applet from the end of the previous section. In this version, the applet
      will redraw itself when you click on it:

                                                      Sorry, your browser doesn't
                                                             support Java.

      For this version of the applet, we need to make four changes in the source code. First, add the line
      "import java.awt.event.*;" before the class definition. Second, declare that the applet class
      implements the MouseListener interface by saying:

             class RandomStrings extends Applet implements MouseListener { ...

      Third, define the five methods of the MouseListener interface. Only mousePressed will do
      anything, and all it has to do is call repaint() to force the applet to be redrawn. The following methods
      are added to the class definition:
                   public void mousePressed(MouseEvent evt) {
                          // When user presses the mouse, tell the system to
                          // call the applet's paint() method.
                      repaint();
                   }

                   // The following empty routines are required by the
                   // MouseListener interface:

                   public      void     mouseEntered(MouseEvent evt) { }
                   public      void     mouseExited(MouseEvent evt) { }
                   public      void     mouseClicked(MouseEvent evt) { }
                   public      void     mouseReleased(MouseEvent evt) { }
      Fourth and finally, the applet must be registered to listen for mouse events. This should be done when the
      applet is initialized, that is, in the applet's init() method. This line should be added to the init()
      method:

                                                  addMouseListener(this);
      This might need some explanation. We want to listen for mouse events on the applet itself, so we call the
      applet's own addMouseListener method. The parameter to this method is the object that will be doing
      the listening. In this case, the object is, again, the applet itself. "this" is a special variable that refers to the
      applet. (See Section 5.5.) So, we are telling the applet to listen for mouse events on itself. All this means,
      effectively, is that our mousePressed method will be called when the user clicks on the applet.

      We could make all these changes in the source code of the original RandomStrings applet. However,
      since we are supposed to be doing object-oriented programming, it might be instructive to write a subclass
      that contains the changes. This will let us build on previous work and concentrate just on the modifications.
      Here's the actual source code for the above applet. It uses "super", another special variable from Section
      5.5.


             import java.awt.*;
             import java.awt.event.*;



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             public class ClickableRandomStrings extends RandomStrings
                                                     implements MouseListener {

                   public void init() {
                          // When the applet is created, do the initialization
                          // of the superclass, RandomStrings. Then set this
                          // applet to listen for mouse events on itself.
                      super.init();
                      addMouseListener(this);
                   }

                   public void mousePressed(MouseEvent evt) {
                          // When user presses the mouse, tell the system to
                          // call the applet's paint() method.
                      repaint();
                   }

                   // The following empty routines are required by the
                   // MouseListener interface:

                   public      void     mouseEntered(MouseEvent evt) { }
                   public      void     mouseExited(MouseEvent evt) { }
                   public      void     mouseClicked(MouseEvent evt) { }
                   public      void     mouseReleased(MouseEvent evt) { }

             }     // end class ClickableRandomStrings


      Often, when a mouse event occurs, you want to know the location of the mouse cursor. This information is
      available from the parameter to the event-handling method, evt. This parameter is an object of type
      MouseEvent, and it contains instance methods that return information about the event. To find out the
      coordinates of the mouse cursor, call evt.getX() and evt.getY(). These methods return integers
      which give the x and y coordinates where the mouse cursor was positioned. The coordinates are expressed
      in the component's coordinate system, where the top left corner of the component is (0,0).

      The user can hold down certain modifier keys while using the mouse. The possible modifier keys include:
      the Shift key, the Control key, the ALT key (called the Option key on the Macintosh), and the Meta key
      (called the Command or Apple key on the Macintosh and with no equivalent in Windows). You might want
      to respond to a mouse event differently when the user is holding down a modifier key. The boolean-valued
      instance methods evt.isShiftDown(), evt.isControlDown(), evt.isAltDown(), and
      evt.isMetaDown() can be called to test whether the modifier keys are pressed.
      You might also want to have different responses depending on whether the user presses the left mouse
      button, the middle mouse button, or the right mouse button. Now, not every mouse has a middle button and
      a right button, so Java handles the information in a peculiar way. It treats pressing the right button as
      equivalent to holding down the Meta key. That is, if the right button is pressed, then the instance method
      evt.isMetaDown() will return true (even if the Meta key is not pressed). Similarly, pressing the
      middle mouse button is equivalent to holding down the ALT key. In practice, what this really means is that
      pressing the right mouse button under Windows is equivalent to holding down the Command key while
      pressing the mouse button on Macintosh. A program tests for either of these by calling
      evt.isMetaDown().
      As an example, consider the following applet. Click on the applet (with the left mouse button) to place a red
      rectangle on the applet. Click with the right mouse button (or hold down the Command key and click on a
      Macintosh) to place a blue oval on the applet. Hold down the Shift key and click to clear the applet. (I draw
      black outlines around the ovals and rectangles so that they will look nice when they overlap.)



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                                                      Sorry, your browser doesn't
                                                             support Java.

      The source code for this applet follows. You can see how the instance methods in the MouseEvent object
      are used. You can also check for the Four Steps of Event Handling ("import java.awt.event.*",
      "implements MouseListener", "addMouseListener", and the event-handling methods). This
      applet has no paint() method. More properly speaking, it has the inherited paint() method that
      doesn't draw anything. So, when the applet is repainted, it is simply filled with the background color. We
      still have the problem that we are not storing information about what is drawn on the applet. So if the applet
      is covered up and uncovered, the contents of the applet are erased.

      You should pay attention to how the graphics context, g, is used in the mousePressed routine. Since I
      am drawing on the applet from outside its paint() method, I need to obtain a graphics context by saying
      "g = getGraphics()". I use g to draw an oval or rectangle on the applet, centered on the point where
      the user clicked. Finally, the graphics context is disposed by calling g.dispose().


             import java.awt.*;
             import java.awt.event.*;
             import java.applet.*;

             public class SimpleStamper extends Applet implements MouseListener {


                   public void init() {
                          // When the applet is created, set its background color
                          // to black, and register the applet to listen to mouse
                          // events on itself.
                      setBackground(Color.black);
                      addMouseListener(this);
                   }


                   public void mousePressed(MouseEvent evt) {
                          // This method will be called when the user clicks the
                          // mouse on the applet.

                          if ( evt.isShiftDown() ) {
                                // The user was holding down the Shift key. Just
                                // repaint the applet, which will fill it with its
                                // background color, black.
                             repaint();
                             return;
                          }

                          int x = evt.getX();                  // x-coordinate where user clicked.
                          int y = evt.getY();                  // y-coordinate where user clicked.

                          Graphics g = getGraphics();                        // Graphics context
                                                                             //   for drawing on the applet.

                          if ( evt.isMetaDown() ) {
                                 // User right-clicked at the point (x,y).
                                 // Draw a blue oval centered at the point (x,y).
                                 // A black outline around the oval will make it more
                                 // distinct when ovals and rects overlap.


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                                 g.setColor(Color.blue);
                                 g.fillOval( x - 30, y - 15, 60, 30 );
                                 g.setColor(Color.black);
                                 g.drawOval( x - 30, y - 15, 60, 30 );
                          }
                          else {
                                    // Draw a red rectangle centered at the point (x,y).
                                 g.setColor(Color.red);
                                 g.fillRect( x - 30, y - 15, 60, 30 );
                                 g.setColor(Color.black);
                                 g.drawRect( x - 30, y - 15, 60, 30 );
                          }

                          g.dispose();             // We are finished with the graphics context,
                                                   //   so dispose of it.

                   }    // end mousePressed()


                   // The following empty routines are required by the
                   // MouseListener interface:

                   public      void     mouseEntered(MouseEvent evt) { }
                   public      void     mouseExited(MouseEvent evt) { }
                   public      void     mouseClicked(MouseEvent evt) { }
                   public      void     mouseReleased(MouseEvent evt) { }


             } // end class SimpleStamper


      MouseMotionListeners and Dragging
      Whenever the mouse is moved, it generates events. The operating system of the computer detects these
      events and uses them to move the mouse cursor on the screen. It is also possible for a program to listen for
      these "mouse motion" events and respond to them. The most common reason to do so is to implement
      dragging. Dragging occurs when the user moves the mouse while holding down a mouse button.
      The methods for responding to mouse motion events are defined in an interface named
      MouseMotionListener. This interface specifies two event-handling methods:
                        public void mouseDragged(MouseEvent evt);
                        public void mouseMoved(MouseEvent evt);

      The mouseDragged method is called if the mouse is moved while a button on the mouse is pressed. If the
      mouse is moved while no mouse button is down, then mouseMoved is called instead. The parameter, evt,
      is an object of type MouseEvent. It contains the x and y coordinates of the mouse's location. As long as
      the user continues to move the mouse, one of these methods will be called over and over. (So many events
      are generated that it would be inefficient for a program to hear them all, if it doesn't want to do anything in
      response. This is why the mouse motion event-handlers are defined in a separate interface from the other
      mouse events. You can listen for the mouse events defined in MouseListener without automatically
      hearing all mouse motion events as well.)

      If you want your program to respond to mouse motion events, you must create an object that implements
      the MouseMotionListener interface, and you must register that object to listen for events. The
      registration is done by calling a component's addMouseMotionListener method. The object will then
      listen for mouseDragged and mouseMoved events associated with that component. In most cases, the

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      listener object will also implement the MouseListener interface so that it can respond to the other
      mouse events as well. For example, if we want an applet to listen for all mouse events associated with the
      applet, then the definition of the applet class has the form:

                   import java.awt.*;
                   import java.awt.event.*;
                   import java.applet.*;

                   public class Mouser extends Applet
                                  implements MouseListener, MouseMotionListener {

                          public void init() {    // set up the applet
                             addMouseListener(this);
                             addMouseMotionListener(this);
                             . . . // other initializations
                          }
                             .
                             . // Define the seven MouseListener and
                             . // MouseMotionListener methods. Also, there
                             . // can be other variables and methods.
      Here is a small sample applet that displays information about mouse events. It is programmed to respond to
      any of the seven different kinds of mouse events by displaying the coordinates of the mouse, the type of
      event, and a list of the modifier keys that are down (Shift, Control, Meta, and Alt). Experiment to see what
      happens when you use the mouse on the applet. The source code for this applet can be found in
      SimpleTrackMouse.java. I encourage you to read the source code. You should now be familiar with all the
      techniques that it uses. (The applet flickers annoyingly as the mouse is moved. This is something that can
      be fixed with a technique called "double buffering" that will be covered in Section 7.1.)

                                                      Sorry, your browser doesn't
                                                             support Java.


      It is interesting to look at what a program needs to do in order to respond to dragging operations. In general,
      the response involves three methods: mousePressed(), mouseDragged(), and
      mouseReleased(). The dragging gesture starts when the user presses a mouse button, it continues while
      the mouse is dragged, and it ends when the user releases the button. This means that the programming for
      the response to one dragging gesture must be spread out over the three methods! Furthermore, the
      mouseDragged() method can be called many times as the mouse moves. To keep track of what is going
      on between one method call and the next, you need to set up some instance variables. In many applications,
      for example, in order to process a mouseDragged event, you need to remember the previous coordinates
      of the mouse. You can store this information in two instance variables prevX and prevY of type int. I
      also suggest having a boolean variable, dragging, which is set to true while a dragging gesture is
      being processed. This is necessary because not every mousePressed event is the beginning of a dragging
      gesture. The mouseDragged and mouseReleased methods can use the value of dragging to check
      whether a drag operation is actually in progress. You might need other instance variables as well, but in
      general outline, the code for handling dragging looks like this:

                 private int prevX, prevY; // Most recently processed mouse coords.
                 private boolean dragging; // Set to true when dragging is in process.
                 . . . // other instance variables for use in dragging

                 public void mousePressed(MouseEvent evt) {
                    if ( we-want-to-start-dragging ) {
                        dragging = true;


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                               prevX = evt.getX();                // Remember starting position.
                               prevY = evt.getY();
                      }
                        .
                        . // Other processing.
                        .
                 }

                 public void mouseDragged(MouseEvent evt) {
                     if ( dragging == false ) // First, check if we are
                         return;               //   processing a dragging gesture.
                     int x = evt.getX();
                     int y = evt.getY();
                       .
                       . // Process a mouse movement from (prevX, prevY) to (x,y).
                       .
                     prevX = x; // Remember the current position for the next call.
                     prevY = y;
                 }

                 public void mouseReleased(MouseEvent evt) {
                     if ( dragging == false ) // First, check if we are
                         return;               //   processing a dragging gesture.
                     dragging = false; // We are done dragging.
                      .
                      . // Other processing and clean-up.
                      .
                 }
      As an example, let's look at a typical use of dragging: allowing the user to sketch a curve by dragging the
      mouse. This example also shows many other features of graphics and mouse processing. In the following
      applet, you can draw a curve by dragging the mouse on the large white area. Select a color for drawing by
      clicking on one of the colored rectangles on the right. Note that the selected color is framed with a white
      border. Clear your drawing by clicking in the square labeled "CLEAR". (This applet still has the old
      problem that the drawing will disappear if you cover the applet and uncover it.)

                                                      Sorry, your browser doesn't
                                                             support Java.

      You'll find the complete source code for this applet in the file SimplePaint.java. I will discuss a few aspects
      of it here, but I encourage you to read it carefully in its entirety. There are lots of informative comments in
      the source code.

      The applet class for this example is designed to work for any reasonable applet size, that is, unless the
      applet is too small. This means that coordinates are computed in terms of the actual width and height of the
      applet. (The width and height are obtained by calling getSize().width and getSize().height.)
      This makes things quite a bit harder than they would be if we assumed some particular fixed size for the
      applet. Let's look at some of these computations in detail. For example, the command used to fill in the
      large white drawing area is

                                  g.fillRect(3, 3, width - 59, height - 6);
      There is a 3-pixel border along each edge, so the height of the drawing area is 6 less than the height of the
      applet. As for the width: The colored rectangles are 50 pixels wide. There is a 3-pixel border on each edge
      of the applet. And there is a 3-pixel divider between the drawing area and the colored rectangles. All that
      adds up to make 59 pixels that are not included in the width of the drawing area, so the width of the
      drawing area is 59 less than the width of the applet.


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      The white square labeled "CLEAR" occupies a 50-by-50 pixel region beneath the colored rectangles.
      Allowing for this square, we can figure out how much vertical space is available for the seven colored
      rectangles, and then divide that space by 7 to get the vertical space available for each rectangle. This
      quantity is represented by a variable, colorSpace. Out of this space, 3 pixels are used as spacing
      between the rectangles, so the height of each rectangle is colorSpace - 3. The top of the N-th
      rectangle is located (N*colorSpace + 3) pixels down from the top of the applet, assuming that we
      start counting at zero. This is because there are N rectangles above the N-th rectangle, each of which uses
      colorSpace pixels. The extra 3 is for the border at the top of the applet. After all that, we can write down
      the the command for drawing the N-th rectangle:

                g.fillRect(width - 53, N*colorSpace + 3, 50, colorSpace - 3);
      That was not easy! But it shows the kind of careful thinking and precision graphics that is sometimes
      necessary to get good results.

      The mouse in this applet is used to do three different things: Select a color, clear the drawing, and draw a
      curve. Only the third of these involves dragging, so not every mouse click will start a dragging operation.
      The mousePressed routine has to look at the (x,y) coordinates where the mouse was clicked and
      decide how to respond. If the user clicked on the CLEAR rectangle, the drawing area is cleared by calling
      repaint(). If the user clicked somewhere in the strip of colored rectangles, the selected color is changed.
      This involves computing which color the user clicked on, which is done by dividing the y coordinate by
      colorSpace. Finally, if the user clicked on the drawing area, a drag operation is initiated. A boolean
      variable, dragging, is set to true so that the mouseDragged and mouseReleased methods will
      know that a curve is being drawn. The code for this follows the general form given above. The actual
      drawing of the curve is done in the mouseDragged method, which just draws a line from the previous
      location of the mouse to its current location.

                                       [ Next Section | Previous Section | Chapter Index | Main Index ]




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      Section 6.5
      Keyboard Events



      IN JAVA, EVENTS are associated with GUI components. When the user presses a button on the mouse,
      the event that is generated is associated with the component that contains the mouse cursor. What about
      keyboard events? When the user presses a key, what component is associated with the key event that is
      generated?

      A GUI uses the idea of input focus to determine the component associated with keyboard events. At any
      given time, exactly one interface element on the screen has the input focus, and that is where all keyboard
      events are directed. If the interface element happens to be a Java component, then the information about the
      keyboard event becomes a Java object of type KeyEvent, and it is delivered to any listener objects that are
      listening for KeyEvents associated with that component. The necessity of managing input focus adds an
      extra twist to working with keyboard events in Java.

      It's a good idea to give the user some visual feedback about which component has the input focus. For
      example, if the component is the typing area of a word-processor, the feedback is usually in the form of a
      blinking text cursor. Another common visual clue is to draw a brightly colored border around the edge of a
      component when it has the input focus, as I do in the sample applet later on this page.

      A component that wants to have the input focus can call the method requestFocus(), which is defined
      in the Component class. Calling this method does not absolutely guarantee that the component will
      actually get the input focus. Several components might request the focus; only one will get it. This method
      should only be used in certain circumstances in any case, since it can be a rude surprise to the user to have
      the focus suddenly pulled away from a component that the user is working with. In a typical user interface,
      the user can choose to give the focus to a component by clicking on that component with the mouse. And
      pressing the tab key will often move the focus from one component to another.

      Some components do not automatically receive the input focus when the user clicks on them. To solve this
      problem, a program has to register a mouse listener with the component to detect user clicks. In response to
      a user click, the mousePressed() method should call requestFocus() for the component.
      Unfortunately, a component that requires this treatment on one platform might not require it on another
      platform. In Sun Microsystem's implementation of Java, for example, applet objects must be treated in this
      way. So if you create a subclass of Applet that is supposed to be able to respond to keyboard events, you
      should be sure to set up a mouse listener for your class, and call requestFocus() in the
      mousePressed() method. If you don't do this, your applet might work on some versions of Java, but on
      others it will fail because it never receives the input focus.

      Here is a sample applet that processes keyboard events. If the applet has the input focus, the arrow keys can
      be used to move the colored square. Furthermore, typing the character 'R', 'G', 'B', or 'K' will set the color of
      the square to red, green, blue, or black. When the applet has the input focus, the border of the applet is a
      bright cyan (blue-green) color. When the applet does not have the focus, the border is gray, and a message,
      "Click to activate," is displayed. When the user clicks on an unfocussed applet, it requests the input focus.
      The complete source code for this applet is in the file KeyboardAndFocusDemo.java. I will discuss some
      aspects of it below. After reading this section, you should be able to understand the source code in its
      entirety.

                                                      Sorry, your browser doesn't
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      In Java, keyboard event objects belong to a class called KeyEvent. An object that needs to listen for
      KeyEvents must implement the interface, KeyListener. Furthermore, the object must be registered
      with a component by calling the component's addKeyListener() method. When an applet is to listen


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      for keyboard events on itself, the registration is done with the command "addKeyListener(this);"
      in the applet's init() method. All this is, of course, directly analogous to what you learned about mouse
      events in the previous section. The KeyListener interface defines the following methods, which must be
      included in any class that implements KeyListener:
                          public void keyPressed(KeyEvent evt);
                          public void keyReleased(KeyEvent evt);
                          public void keyTyped(KeyEvent evt);
      Java makes a careful distinction between the keys that you press and the characters that you type. There are
      lots of keys on a keyboard: letter keys, number keys, modifier keys such as Control and Shift, arrow keys,
      page up and page down keys, keypad keys, function keys. In many cases, pressing a key does not type a
      character. On the other hand, typing a character sometimes involves pressing several keys. For example, to
      type an uppercase 'A', you have to press the Shift key and then press the A key before releasing the Shift
      key. On my Macintosh computer, I can type an accented e, é, by holding down the Option key, pressing the
      E key, releasing the Option key, and pressing E again. Only one character was typed, but I had to perform
      three key-presses and I had to release a key at the right time. In Java, there are three types of KeyEvent.
      The types correspond to pressing a key, releasing a key, and typing a character. The keyPressed method
      is called when the user presses a key, the keyReleased method is called when the user releases a key,
      and the keyTyped method is called when the user types a character. Note that one user action, such as
      pressing the E key, can be responsible for two events, a keyPressed event and a keyTyped event.

      Usually, it is better to think in terms of two separate streams of events, one consisting of keyPressed and
      keyReleased events and the other consisting of keyTyped events. For some applications, you want to
      monitor the first stream; for other applications, you want to monitor the second one. Of course, the
      information in the keyTyped stream could be extracted from the keyPressed/keyReleased stream,
      but it would be difficult (and also system-dependent to some extent). Some user actions, such as pressing
      the Shift key, can only be detected as a keyPressed event. I have a solitaire game on my computer that
      hilites every card that can be moved, when I hold down the Shift key. You could do something like that in
      Java by hiliting the cards when the Shift key is pressed and removing the hilite when the Shift key is
      released.
      There is one more complication. Usually, when you hold down a key on the keyboard, that key will
      auto-repeat. This means that it will generate multiple keyPressed events, as long as it is held down. It
      can also generate multiple keyTyped events. For the most part, this will not affect your programming, but
      you should not expect every keyPressed event to have a corresponding keyReleased event.
      Every key on the keyboard has an integer code number. (Actually, this is only true for keys that Java knows
      about. Many keyboards have extra keys that can't be used with Java.) When the keyPressed or
      keyReleased method is called, the parameter, evt, contains the code of the key that was pressed or
      released. The code can be obtained by calling the function evt.getKeyCode(). Rather than asking you
      to memorize a table of code numbers, Java provides a named constant for each key. These constants are
      defined in the KeyEvent class. For example the constant for the shift key is KeyEvent.VK_SHIFT. If
      you want to test whether the key that the user pressed is the Shift key, you could say "if
      (evt.getKeyCode() == KeyEvent.VK_SHIFT)". The key codes for the four arrow keys are
      KeyEvent.VK_LEFT, KeyEvent.VK_RIGHT, KeyEvent.VK_UP, and KeyEvent.VK_DOWN.
      Other keys have similar codes. (The "VK" stands for "Virtual Keyboard". In reality, different keyboards use
      different key codes, but Java translates the actual codes from the keyboard into its own "virtual" codes.
      Your program only sees these virtual key codes, so it will work with various keyboards on various
      platforms without modification.)

      In the case of a keyTyped event, you want to know which character was typed. This information can be
      obtained from the parameter, evt, in the keyTyped method by calling the function
      evt.getKeyChar(). This function returns a value of type char representing the character that was
      typed.



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      In the KeyboardAndFocusDemo applet, shown above, I use the keyPressed routine to respond when
      the user presses one of the arrow keys. The applet includes instance variables, squareLeft and
      squareTop that give the position of the upper left corner of the square. When the user presses one of the
      arrow keys, the keyPressed routine modifies the appropriate instance variable and calls repaint() to
      redraw the whole applet. Note that the values of squareLeft and squareRight are restricted so that
      the square never moves outside the white area of the applet:

            public void keyPressed(KeyEvent evt) {
                   // Called when the user has pressed a key, which can be
                   // a special key such as an arrow key. If the key pressed
                   // was one of the arrow keys, move the square (but make sure
                   // that it doesn't move off the edge, allowing for a
                   // 3-pixel border all around the applet). SQUARE_SIZE is
                   // a named constant that specifies the size of the square.

                 int key = evt.getKeyCode();                        // Keyboard code for the pressed key.

                 if (key == KeyEvent.VK_LEFT) {
                    squareLeft -= 8;
                    if (squareLeft < 3)
                       squareLeft = 3;
                    repaint();
                 }
                 else if (key == KeyEvent.VK_RIGHT) {
                    squareLeft += 8;
                    if (squareLeft > getSize().width - 3 - SQUARE_SIZE)
                       squareLeft = getSize().width - 3 - SQUARE_SIZE;
                    repaint();
                 }
                 else if (key == KeyEvent.VK_UP) {
                    squareTop -= 8;
                    if (squareTop < 3)
                       squareTop = 3;
                    repaint();
                 }
                 else if (key == KeyEvent.VK_DOWN) {
                    squareTop += 8;
                    if (squareTop > getSize().height - 3 - SQUARE_SIZE)
                       squareTop = getSize().height - 3 - SQUARE_SIZE;
                    repaint();
                 }

            }    // end keyPressed()


      Color changes -- which happen when the user types the characters 'R', 'G', 'B', and 'K', or the lower case
      equivalents -- are handled in the keyTyped method. I won't include it here, since it is so similar to the
      keyPressed method. Finally, to complete the KeyListener interface, the keyReleased method
      must be defined. In the sample applet, the body of this method is empty since the applet does nothing to
      respond to keyReleased events.




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      Focus Events
      If a component is to change its appearance when it has the input focus, it needs some way to know when it
      has the focus. In Java, objects are notified about changes of input focus by events of type FocusEvent.
      An object that wants to be notified of changes in focus can implement the FocusListener interface.
      This interface declares two methods:

                      public void focusGained(FocusEvent evt);
                      public void focusLost(FocusEvent evt);

      Furthermore, the addFocusListener() method must be used to set up a listener for the focus events.
      When a component gets the input focus, it calls the focusGained() method of any object that has been
      registered with that component as a FocusListener. When it loses the focus, it calls the listener's
      focusLost() method. Often, it is the component itself that listens for focus events.

      In my sample applet, there is a boolean-valued instance variable named focussed. This variable is true
      when the applet has the input focus and is false when the applet does not have focus. The applet implements
      the FocusListener interface and listens for focus events. The applet's paint() method looks at the
      value of focussed to decide what color the border of the applet should be. The value of the variable is set
      in the focusGained() and focusLost() methods. These methods call repaint() so that the
      applet will be redrawn with the correct border color. The method definitions are very simple:
                 public void focusGained(FocusEvent evt) {
                        // The applet now has the input focus.
                    focussed = true;
                    repaint(); // redraw with cyan border
                 }

                 public void focusLost(FocusEvent evt) {
                       // The applet has now lost the input focus.
                    focussed = false;
                    repaint(); // redraw with gray border
                 }
      The other aspect of handling focus is to make sure that the applet requests the focus when the user clicks on
      it. To do this, the applet implements the MouseListener interface and listens for mouse events on itself.
      It defines a mousePressed routine that asks for the input focus:

                   public void mousePressed(MouseEvent evt) {
                      requestFocus();
                   }

      The other four methods of the mouseListener interface are defined to be empty. Note that the applet
      implements three listener interfaces, so the class definition begins:
                 public class KeyboardAndFocusDemo extends Applet
                                  implements KeyListener, FocusListener, MouseListener

      The init() method registers the applet to listen for all three types of events. To do this, the init()
      method includes the lines
                      addFocusListener(this);
                      addKeyListener(this);
                      addMouseListener(this);




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Java Programing: Section 6.5

      State Machines
      The information stored in an object's instance variables is said to represent the state of that object. When
      one of the object's methods is called, the action taken by the object can depend on its state. (Or, in the
      terminology we have been using, the definition of the method can look at the instance variables to decide
      what to do.) Furthermore, the state can change. (That is, the definition of the method can assign new values
      to the instance variables.) In computer science, there is the idea of a state machine, which is just something
      that has a state and can change state in response to events or inputs. The response of a state machine to an
      event or input depends on what state it's in. An object is a kind of state machine. Sometimes, this point of
      view can be very useful in designing classes.

      The state machine point of view can be especially useful in the type of event-oriented programming that is
      required by graphical user interfaces. When designing an applet, you can ask yourself: What information
      about state do I need to keep track of? What events can change the state of the applet? How will my
      response to a given event depend on the current state? Should the appearance of the applet be changed to
      reflect a change in state? How should the paint() method take the state into account? All this is an
      alternative to the top-down, step-wise-refinement style of program design, which does not apply to the
      overall design of an event-oriented program.

      In the KeyboardAndFocusDemo applet, shown above, the state of the applet is recorded in the instance
      variables focussed, squareLeft, and squareTop. These state variables are used in the paint()
      method to decide how to draw the applet. They are set in the various event-handling methods.

      In the rest of this section, we'll look at another example, where the state of the applet plays an even bigger
      role. In this example, the user plays a simple arcade-style game by pressing the arrow keys. The example is
      based on one of my frameworks, called KeyboardAnimationApplet. (See Section 3.7 for a
      discussion of frameworks and a sample framework that supports animation.) The game is written as an
      extension of the KeyboardAnimationApplet class. It includes a method, drawFrame(), that draws
      one frame in the animation. It also defines keyPressed to respond when the user presses the arrow keys.
      The source code for the game is in the file SubKillerGame.java. You can also look at the source code in
      KeyboardAnimationApplet.java, but it uses some advanced techniques that I haven't covered yet.

      You have to click on the game to activate it. The applet shows a black "submarine" moving back and forth
      erratically near the bottom. Near the top, there is a blue "boat". You can move this boat back and forth by
      pressing the left and right arrow keys. Attached to the boat is a red "depth charge." You can drop the depth
      charge by hitting the down arrow key. The object is to blow up the submarine by hitting it with the depth
      charge. If the depth charge falls off the bottom of the screen, you get a new one. If the sub explodes, a new
      sub is created and you get a new depth charge. Try it! Make sure to hit the sub at least once, so you can see
      the explosion.

                                                      Sorry, your browser doesn't
                                                             support Java.

      Let's think about how this applet can be programmed. What constitutes the "state" of the applet? That is,
      what things change from time to time and affect the appearance or behavior of the applet? Of course, the
      state includes the positions of the boat, submarine, and depth charge, so I need instance variables to store
      the positions. Anything else, possibly less obvious? Well, sometimes the depth charge is falling, and
      sometimes it's not. That is a difference in state. Since there are two possibilities, I represent this aspect of
      the state with a boolean variable, bombIsFalling. Sometimes the submarine is moving left and
      sometimes it is moving right. The difference is represented by another boolean variable,
      subIsMovingLeft. Sometimes, the sub is exploding. This is also part of the state, but representing it
      requires a little more thought. While an explosion is in progress, the sub looks different in each frame, since
      the size of the explosion increases. Also, I need to know when the explosion is over so that I can go back to
      drawing the sub as usual. So, I use a variable, explosionFrameNumber, of type int, which tells how
      many frames have been drawn since the explosion started. When no explosion is happening, the value of



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      explosionFrameNumber is zero.
      How and when do the values of these instance variables change? Some of them can change when the user
      presses certain keys. In the program, this is checked in the keyPressed() method. If the user presses the
      left or right arrow key, the position of the boat is changed. If the user presses the down arrow key, the depth
      charge changes from not-falling to falling. This is coded as follows:

            public void keyPressed(KeyEvent evt) {

                   int code = evt.getKeyCode();                         // which key was pressed

                   if (code == KeyEvent.VK_LEFT) {
                           // Move the boat left.
                      boatCenterX -= 15;
                   }
                   else if (code == KeyEvent.VK_RIGHT) {
                           // Move the boat right.
                      boatCenterX += 15;
                   }
                   else if (code == KeyEvent.VK_DOWN) {
                           // Start the bomb falling, if it is not already falling.
                      if ( bombIsFalling == false )
                         bombIsFalling = true;
                   }

            } // end keyPressed()

      Note that it's not necessary to call repaint() when the state changes, since this applet is an animation
      that is constantly being redrawn anyway. At some point in the program, I have to make sure that the user
      does not move the boat off the screen. I could have done this in keyPressed(), but I choose to check for
      this in another routine, just before drawing the boat.

      Other aspects of the state are changed in the drawFrame() routine. From the point of view of
      programming, this method is handling an event ("Hey, it's time to draw the next frame!"). It just happens to
      be an event that is generated by the KeyboardAnimationApplet framework rather than by the user. In
      my applet, the drawFrame() routine calls three other methods that I wrote to organize the process of
      computing and drawing a new frame: doBombFrame(), doBoatFrame(), and doSubFrame().

      Consider doBombFrame(). What happens in this routine depends on the current state, and the routine can
      make changes to the state when it is executed. The state of the bomb can be falling or not-falling, as
      recorded in the variable, bombIsFalling. If bombIsFalling is false, then the bomb is simply
      positioned at the bottom of the boat. If bombIsFalling is true, the vertical coordinate of the bomb has to
      be increased by some amount to make the bomb move down a bit from one frame to the next. But several
      other things can happen. If the bomb has fallen off the bottom of the applet -- something that we can test by
      looking at its vertical coordinate -- then bombIsFalling becomes false. This puts the bomb back at the
      boat in the next frame. Also, the bomb might hit the sub. This can be tested by comparing the locations of
      the bomb and the sub. If the bomb hits the sub, then the state changes in two ways: the bomb is no longer
      falling and the sub is exploding. These state changes are implemented by setting bombIsFalling to
      false and explosionFrameNumber to 1.
      Most interesting is the submarine. What happens with the submarine depends on whether it is exploding or
      not. If it is (that is, if explosionFrameNumber > 0), then yellow and red ovals are drawn at the sub's
      position. The sizes of these ovals depend on the value of explosionFrameNumber, so they grow with
      each frame of the explosion. After the ovals are drawn, the value of explosionFrameNumber is
      incremented. If its value has reached 14, it is reset to 0. This reflects a change of state: The sub is no longer


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      exploding. It's important for you to understand what is happening here. There is no loop in the program to
      draw the stages of the explosion. Each frame is a new event and is drawn separately, based on values stored
      in instance variables. The state can change, which will make the next frame look different from the current
      one.

      In a frame where the sub is not exploding, it moves left or right. This is accomplished by adding or
      subtracting a small amount to the horizontal coordinate of the sub. Whether it moves left or right is
      determined by the value of the variable, subIsMovingLeft. It's interesting to consider how and when
      this variable changes value. If the sub reaches the left edge of the applet, subIsMovingLeft is set to
      false to make the sub start moving right. Similarly, if the sub reaches the right edge. But the sub can also
      reverse direction at random times. The way this is implemented is that in each frame, there is a small
      chance that the sub will reverse direction. This is done with the statement
                               if ( Math.random() < 0.04 )
                                  sumIsMovingLeft = !subIsMovingLeft;

      Since Math.random() is between 0 and 1, the condition "Math.random() < 0.04" has a 4 in 100,
      or 1 in 25, chance of being true. In those frames where this conditions happens to evaluate to true, the sub
      reverses direction. (The value of the expression "!subIsMovingLeft" is false when
      subIsMovingLeft is true, and it is true when subIsMovingLeft is false, so it effectively
      reverses the value of subIsMovingLeft.)

      While it's not very sophisticated as arcade games go, the SubKillerGame applet does use some
      interesting programming. And it nicely illustrates how to apply state-machine thinking in event-oriented
      programming.


                                       [ Next Section | Previous Section | Chapter Index | Main Index ]




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Java Programing: Section 6.6

      Section 6.6
      Introduction to Layouts and Components



      IN PRECEDING SECTIONS, YOU'VE SEEN how to use a graphics context to draw on the screen and
      how to handle mouse events and keyboard events. In one sense, that's all there is to GUI programming. If
      you're willing to program all the drawing and handle all the mouse and keyboard events, you have nothing
      more to learn. However, you would either be doing a lot more work than you need to do, or you would be
      limiting yourself to very simple user interfaces. A typical user interface uses standard GUI components
      such as buttons, scroll bars, text-input boxes, and menus. These components have already been written for
      you, so you don't have to duplicate the work involved in developing them. They know how to draw
      themselves, and they can handle the details of processing the mouse and keyboard events that concern them.

      Consider one of the simplest user interface components, a push button. The button has a border, and it
      displays some text. This text can be changed. Sometimes the button is disabled, so that clicking on it doesn't
      have any effect. When it is disabled, its appearance changes. When the user clicks on the push button, the
      button changes appearance while the mouse button is pressed and changes back when the mouse button is
      released. In fact, it's more complicated than that. If the user moves the mouse outside the push button before
      releasing the mouse button, the button changes to its regular appearance. To implement this, it is necessary
      to respond to mouse drag events. Furthermore, on many platforms, a button can receive the input focus. If
      the button has the focus and the user presses the space bar, the button is triggered. This means that the
      button must respond to keyboard and focus events as well.

      Fortunately, you don't have to program any of this, provided you use an object belonging to the standard
      Button class. A Button object draws itself and processes mouse, mouse dragging, keyboard, and focus
      events on its own. You only hear from the Button when the user triggers it by clicking on it or pressing
      the space bar while the button has the input focus. When this happens, the Button object creates an event
      object belonging to the class ActionEvent. That event is sent to any registered listeners to tell them that
      the button has been pushed. Your program gets only the information it needs -- the fact that a button was
      pushed.


      Another aspect of GUI programming is laying out components on the screen, that is, deciding where they
      are drawn and how big they are. You have probably noticed that computing coordinates can be a difficult
      problem, especially if you don't assume a fixed size for the applet. Java has a solution for this, as well.

      Components are the visible objects that make up a GUI. Some components are containers, which can hold
      other components. An applet is an example of a container. An independent window is another type of
      container. Java also has a class of container called Panel. Because a Panel object is a container, it can
      hold other components. But a Panel is itself meant to be placed inside another container. This allows
      complex nesting of components. Panels can be used to organize complicated user interfaces.
      The components in a container must be "laid out," which means setting their sizes and positions. It's
      possible to program the layout yourself, but ordinarily layout is done by a layout manager. A layout
      manager is an object associated with a container that implements some policy for laying out the components
      in that container. Different types of layout manager implement different policies.

      In this section, we'll look at a few examples of using components and layout managers, leaving the details
      until Section 7.2 and Section 7.3. The applets that we look at in this section have a large drawing area with
      a row of controls below it. As a first example, here is a new version of the
      ColoredHelloWorldApplet from the Section 1. Click the buttons to change the color of the message:

                                                        Sorry, but your browser
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      It is possible to draw directly on an applet, as I've done previously in this chapter. However, it is not a good
      idea to do so when the applet contains components that will be laid out by a layout manager. The reason is
      that it's hard to be sure exactly where the components will be placed by the layout manager and how big
      they will be (If you knew that, you wouldn't be using the layout manager! It's supposed to make such
      computations, so you don't have to.) A better idea is to use a special-purpose component to display the
      drawing. This drawing component or "canvas" will be just one of the components contained in the applet.
      The white rectangle in the above applet, where the "Hello World" message is displayed, is an example of
      such a component. This component is a member of a class ColoredHelloWorldCanvas, which I have
      defined as a subclass of the standard class, java.awt.Canvas. The Canvas class exists precisely for
      creating such drawing areas. An object that belongs to the Canvas class itself is nothing but a patch of
      color. To create a canvas with content, you have to define a subclass of Canvas and write a paint()
      method for your subclass to draw the content you want.

      When you use a canvas in this way, it's a good idea to put all the information necessary to do the drawing in
      the canvas object, rather than in the main applet object. The original ColoredHelloWorldApplet
      used an instance variable, textColor, to keep track of the color of the displayed message. In the new
      version, the textColor variable is moved to the ColoredHelloWorldCanvas class. This class also
      contains a method, setTextColor(), which can be called to tell the canvas to change the color of the
      message. When the user clicks one of the buttons, the applet responds by calling this method. This is good
      object-oriented program design: The ColoredHelloWorldCanvas class is responsible for displaying a
      colored greeting, so it should contain all the data and behaviors associated with its role. On the other hand,
      this class doesn't need to know anything about buttons, layouts, and events. Those are the job of the main
      applet class. This separation of responsibility helps reduce the overall complexity of the program.

      So, here's the ColoredHelloWorldCanvas class:

                     class ColoredHelloWorldCanvas extends Canvas {

                               // A canvas that displays the message "Hello World" on
                               // a white background in a big, bold font. A method is
                               // provided for changing the color of the message.

                          Color textColor;                // Color in which "Hello World" is displayed.
                          Font textFont;                  // The font in which the message is displayed.

                          ColoredHelloWorldCanvas() {
                                // Constructor.
                             setBackground(Color.white);
                             textColor = Color.red;
                             textFont = new Font("Serif",Font.BOLD,24);
                          }

                          public void paint(Graphics g) {
                                // Show the message in the set color and font.
                             g.setColor(textColor);
                             g.setFont(textFont);
                             g.drawString("Hello World!", 20,40);
                          }

                          void setTextColor(Color color) {
                                // Set the text color and tell the system to repaint
                                // the canvas so the message will be in the new color.
                             textColor = color;
                             repaint();
                          }



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                     }    // end class ColoredHelloWorldCanvas


      You should be able to understand this. Just keep in mind that all this applies to the canvas, not to the whole
      applet. When the constructor calls the method setBackground(), it's only the background of the canvas
      that is set to white. The background color of the applet is not affected. Remember that every component has
      its own background color, foreground color, and font. The setTextColor() method is called by the
      applet when it wants to change the color of the displayed message. Note that setTextColor() calls
      repaint(). Since this repaint() method is in the ColoredHelloWorldCanvas class, it causes
      just the canvas to be repainted, not the whole applet. Every component has its own paint() and
      repaint() methods, and every component is responsible for drawing itself. This is another example of
      the way responsibilities are distributed in an object-oriented system.


      The main applet class, ColoredHelloWorldApplet2, is responsible for managing all the components
      in the applet and the events they generate. The components include the drawing canvas and three buttons.
      These components are created and added to the applet in the applet's init() method. The applet will
      listen for ActionEvents from the buttons, so the applet class implements the interface,
      ActionListener. The applet's init() method sets up the applet to listen for ActionEvents from
      each button. It does this by calling the button's addActionListener method.

      The buttons are not contained directly in the applet. Instead, they are added to a Panel, and that panel is
      added to the applet. The Panel is the gray strip across the bottom of the applet. Every container object,
      including applets and panels, include several add() methods that are used to add components to the
      container. For example, if bttn is a button, and panel is a container, then the command
      "panel.add(bttn);" adds the button to the panel. This means that the button will appear in the panel.
      Exactly where it shows up depends on the panel's layout manager.

      Once the canvas and panel have been created, it's time to lay out the applet as a whole. This is done by the
      last three lines of the init() method. I use a "BorderLayout," as the layout manager for the applet. A
      BorderLayout displays one big component in the "Center" of the applet and, optionally, up to four other
      components along the edges of the applet in the "North", "South", "East", and "West" positions. The
      component in the center gets any space that is left over after the other components are drawn. In this
      example, the canvas is added in the "Center" position, with the button bar below it, to the "South". When a
      component is added to a container that uses a BorderLayout, the add() method has to specify which of
      the five possible positions should be used for the component:

      Here is the complete init() method from the applet class:
                 public void init() {

                               // This routine is called by the system to initialize the
                               // applet. It creates the canvas and lays out the applet
                               // to consist of a bar of control buttons below the canvas.

                         setBackground(Color.lightGray);

                         canvas = new ColoredHelloWorldCanvas();

                         Panel buttonBar = new Panel();                          // panel to hold control buttons

                         Button redBttn = new Button("Red");                          // Create buttons, add them
                         redBttn.addActionListener(this);                             //    to the button bar. The
                         buttonBar.add(redBttn);                                      //    parameter to the Button
                                                                                      //    constructor is the text
                                                                                      //    that appears on Button.



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                          Button greenBttn = new Button("Green");
                          greenBttn.addActionListener(this);
                          buttonBar.add(greenBttn);

                          Button blueBttn = new Button("Blue");
                          blueBttn.addActionListener(this);
                          buttonBar.add(blueBttn);

                       setLayout(new BorderLayout(3,3));   // Set layout for applet.
                       add(buttonBar, BorderLayout.SOUTH); // Put panel at the bottom.
                       add(canvas, BorderLayout.CENTER);   // Canvas will fill any
                                                           //         remaining space.
                 }    // end init()
      You might not understand this completely just yet, but if you want to write an applet using a similar layout,
      you can follow the pattern in this sample init() method.

      In order to handle the ActionEvents from the buttons, the applet must define an
      actionPerformed() method. This is the only method specified by the ActionListener interface.
      This method has a parameter, evt, of type ActionEvent. This parameter can be used to find out which
      button is responsible for the action event. The function evt.getActionCommand() returns a String
      that gives the text that the button displays. The actionPerformed() method in the sample applet
      checks the value returned by evt.getActionCommand() and sets the text color of the canvas to the
      appropriate value. (Remember that canvas is an object belonging to the class
      ColoredHelloWorldCanvas, which is shown above.)
                      public void actionPerformed(ActionEvent evt) {

                            String command = evt.getActionCommand();

                            if (command.equals("Red"))
                               canvas.setTextColor(Color.red);
                            else if (command.equals("Green"))
                               canvas.setTextColor(Color.green);
                            else if (command.equals("Blue"))
                               canvas.setTextColor(Color.blue);

                      }     // end init()
      There is just one more method in the applet, and it requires a little explanation:

                      public Insets getInsets() {
                         return new Insets(3,3,3,3);
                      }
      This method is called by the layout manager to decide how much space to leave between the edges of the
      applet and the components that the applet contains. The background color of the applet will show though in
      this border. The object of type Insets that is returned by this method specifies a 3-pixel border along
      each edge of the applet. There is also, by the way, a 3-pixel boundary between components in the applet.
      This is specified in the constructor of the layout manager, "new BorderLayout(3,3)", in the applet's
      init() method.

      You can see how all this is put together in the source code for the applet, ColoredHelloWorldApplet2.java.
      (Note that the source code for the canvas class is in a separate file, ColoredHelloWorldCanvas.java, and
      you need both classes in order to use the applet.)




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      As a second example, let's look at something a little more interesting. Here's a simple card game in which
      you look at a playing card and try to predict whether the next card will be higher or lower in value. (Aces
      have the lowest value in this game.) You've seen a text-oriented version of the same game in Section 5.3.
      That section also defined Deck, Hand, and Card classes that are used in this applet. In this GUI version of
      the game, you click on a button to make your prediction. If you predict wrong, you lose. If you make three
      correct predictions, you win. After completing one game, you can click the "New Game" button to start a
      new game. Try it! See what happens if you click on one of the buttons at a time when it doesn't make sense
      to do so.

                                                        Sorry, but your browser
                                                         doesn't support Java.

      The overall form of this applet is the same as that of ColoredHelloWorldApplet2: It has three
      buttons in a panel at the bottom of the applet and a large canvas for drawing. Of course, in this case the
      canvas does more interesting things. The canvas class includes all the programming for the game. Since that
      was true, I decided to let the canvas class act as ActionListener and respond to the buttons directly.
      The applet class, which just sets everything up, is fairly simple:

               import java.awt.*;
               import java.awt.event.*;
               import java.applet.*;

               public class HighLowGUI extends Applet {

                     public void init() {

                               //   The init() method lays out the applet using a BorderLayout.
                               //   A HighLowCanvas occupies the CENTER position of the layout.
                               //   On the bottom is a panel that holds three buttons. The
                               //   HighLowCanvas object listens for ActionEvents from the
                               //   buttons and does all the real work of the program.

                          setBackground( new Color(130,50,40) );
                          setLayout( new BorderLayout(3,3) );

                          HighLowCanvas board = new HighLowCanvas();
                          add(board, BorderLayout.CENTER); // Add canvas to the applet.

                          Panel buttonPanel = new Panel();
                          buttonPanel.setBackground( new Color(220,200,180) );
                          add(buttonPanel, BorderLayout.SOUTH); // Add panel to applet.

                          Button higher = new Button( "Higher" );
                          higher.addActionListener(board); // BOARD LISTENS, NOT APPLET!
                          higher.setBackground(Color.lightGray);
                          buttonPanel.add(higher);

                          Button lower = new Button( "Lower" );
                          lower.addActionListener(board);
                          lower.setBackground(Color.lightGray);
                          buttonPanel.add(lower);

                          Button newGame = new Button( "New Game" );
                          newGame.addActionListener(board);
                          newGame.setBackground(Color.lightGray);
                          buttonPanel.add(newGame);


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Java Programing: Section 6.6


                     }    // end init()

                     public Insets getInsets() {
                        return new Insets(3,3,3,3);
                     }

               } // end class HighLowGUI


      In programming the canvas class, HighLowCanvas, it is important to think in terms of the states that the
      game can be in, how the state can change, and how the response to events can depend on the state. The
      approach that produced the original, text-oriented game in Section 5.3 is not appropriate here. Trying to
      thing about the game in terms of a process that goes step-by-step from beginning to end is more likely to
      confuse you than to help you.

      The state of the game includes the cards and the message that are displayed. The cards are stored in an
      object of type Hand. The message is a String. These values are stored in instance variables in the canvas
      class. There is also another, less obvious aspect of the state: Sometimes a game is in progress, and the user
      is supposed to make a prediction about the next card. Sometimes we are between games, and the user is
      supposed to click the "New Game" button. It's a good idea to keep track of this basic difference in state. The
      canvas class uses a boolean variable named gameInProgress for this purpose.
      The state of the applet can change whenever the user clicks on a button. The canvas class implements the
      ActionListener interface and defines an actionPerformed() method to respond to the user's
      clicks. This method simply calls one of three other methods, doHigher(), doLower(), or
      newGame(), depending on which button was pressed. It's in these three event-handling methods that the
      action of the game takes place.

      We don't want to let the user start a new game if a game is currently in progress. That would be cheating.
      So, the response in the newGame() method is different depending on whether the state variable
      gameInProgress is true or false. If a game is in progress, the message instance variable should be set
      to show an error message. If a game is not in progress, then all the state variables should be set to
      appropriate values for the beginning of a new game. In any case, the canvas must be repainted so that the
      user can see that the state has changed. The complete newGame() method is as follows:
               void doNewGame() {
                      // Called by the constructor, and called by actionPerformed()
                      // if the user clicks the "New Game" button. Start a new game.
                  if (gameInProgress) {
                          // If the current game is not over, it is an error to try
                          // to start a new game.
                     message = "You still have to finish this game!";
                     repaint();
                     return;
                  }
                  deck = new Deck(); // Create a deck and hand to use for this game.
                  hand = new Hand();
                  deck.shuffle();
                  hand.addCard( deck.dealCard() );    // Deal the first card.
                  message = "Is the next card higher or lower?";
                  gameInProgress = true;
                  repaint();
               }

      The doHigher() and doLower() methods are almost identical (and could probably have been
      combined into one method with a parameter, if I were more clever). Let's look at the doHigher()


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Java Programing: Section 6.6

      routine. This is called when the user clicks the "Higher" button. This only makes sense if a game is in
      progress, so the first thing doHigher() should do is check the value of the state variable
      gameInProgress. If the value is false, then doHigher() should just set up an error message. If a
      game is in progress, a new card should be added to the hand and the user's prediction should be tested. The
      user might win or lose at this time. If so, the value of the state variable gameInProgress must be set to
      false because the game is over. In any case, the applet is repainted to show the new state. Here is the
      doHigher() method:
               void doHigher() {
                         // Called by actionPerformed() when user clicks "Higher".
                         // Check the user's prediction. Game ends if user guessed
                         // wrong or if the user has made three correct predictions.
                  if (gameInProgress == false) {
                         // If the game has ended, it was an error to click "Higher",
                         // so set up an error message and abort processing.
                     message = "Click \"New Game\" to start a new game!";
                     repaint();
                     return;
                  }
                  hand.addCard( deck.dealCard() );      // Deal a card to the hand.
                  int cardCt = hand.getCardCount();     // How many cards in the hand?
                  Card thisCard = hand.getCard( cardCt - 1 ); // Card just dealt.
                  Card prevCard = hand.getCard( cardCt - 2 ); // The previous card.
                  if ( thisCard.getValue() < prevCard.getValue() ) {
                     gameInProgress = false;
                     message = "Too bad! You lose.";
                  }
                  else if ( thisCard.getValue() == prevCard.getValue() ) {
                     gameInProgress = false;
                     message = "Too bad! You lose on ties.";
                  }
                  else if ( cardCt == 4) {
                     gameInProgress = false;
                     message = "You win! You made three correct guesses.";
                  }
                  else {
                     message = "Got it right! Try for " + cardCt + ".";
                  }
                  repaint();
               }

      The paint() method of the applet uses the values in the state variables to decide what to show. It displays
      the string stored in the message variable. It draws each of the cards in the hand. There is one little tricky
      bit: If a game is in progress, it draws an extra face-down card, which is not in the hand, to represent the next
      card in the deck. Drawing the cards requires some care and computation. I wrote a method, "void
      drawCard(Graphics g, Card card, int x, int y)", which draws a card with its upper left
      corner at the point (x,y). The paint() routine decides where to draw each card and calls this routine to
      do the drawing. You can check out all the details in the source code, HighLowGUI.java. (This file contains
      the source for both the applet class, HighLowGUI and the canvas class HighLowCanvas.)


      As a final example, let's look quickly at an improved paint program, similar to the one from Section 4. The
      user can draw on the large white area. In this version, the user selects the drawing color from the Choice
      menu at the bottom of the applet. If the user hits the "Clear" button, the drawing area is filled with the
      background color. I've added one feature: If the user hits the "Set Background" button, the background
      color of the drawing area is set to the color currently selected in the Choice menu, and then the drawing
      area is cleared. This lets you draw in cyan on a magenta background if you have a mind to.

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                                                        Sorry, but your browser
                                                         doesn't support Java.

      The drawing area in this applet is a component, belonging to the class SimplePaintCanvas. I wrote
      this class as a sub-class of Canvas and programmed it to listen for mouse events and respond by drawing a
      curve. As in the HighLowGUI applet, all the action takes place in the canvas class. The main applet class
      just does the set up. One new feature of interest is the Choice menu. This component is an object belonging
      to the standard class, Choice. We'll cover this component class in Chapter 7.
      What you should note about this version of the paint applet is that in many ways, it was easier to write than
      the original. There are no computations about where to draw things and how to decode user mouse clicks.
      We don't have to worry about the user drawing outside the drawing area. The graphics context that is used
      for drawing on the canvas can only draw on the canvas. If the user tries to extend a curve outside the
      canvas, the part that lies outside the canvas is automatically ignored. We don't have to worry about giving
      the user visual feedback about which color is selected. That is handled by the text displayed on the Choice
      menu.

      You'll find the source code for this example in the file SimplePaint2.java. The file contains both classes, the
      applet class SimplePaint2 and the canvas class SimplePaintCanvas.


                                       [ Next Section | Previous Section | Chapter Index | Main Index ]




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Java Programing: Section 6.7

      Section 6.7
      Looking Back: The Java 1.0 Style of Event Handling



      WHEN JAVA 1.1 WAS RELEASED, it included a large number of changes from Java 1.0. One of the
      biggest changes was the introduction of an entirely new system for handling events. It is the newer Java 1.1
      style of event handling that I have been discussing in this chapter. The newer style is also used in the most
      recent versions of Java, and it will almost certainly continue to be used in the future. The new style of event
      handling is more flexible and more efficient than the old style. Unfortunately, it is also more complicated.
      The big advantage of Java 1.0 event handling is that it isn't necessary to set up listeners for events. Its big
      disadvantage is that you are not able to set up listeners -- but the disadvantage only becomes apparent in
      projects that use more than just a few classes and objects. For small projects, it can still make sense to use
      Java 1.0 style event handling, if you want to go through the trouble of learning a whole new event-handling
      architecture. It is also true that a few people out there are still using older browsers that support Java 1.0 but
      not Java 1.1. If you want those people to be able to use your Java programs, you need to write them in Java
      1.0.
      The features of Java 1.0 that are superceded by newer features of Java 1.1 are said to be deprecated.
      Deprecated features are still part of the language, but their use is discouraged. The idea is that they might be
      dropped from Java altogether in some future version (although I don't think that is likely in the near term.)
      The whole Java 1.0 event-handling architecture is deprecated in Java 1.1 and beyond.

      In this section, I'll give an outline of the Java 1.0 style of event handling. For more complete information,
      see a Java reference or look at Chapters 5 and 6 in the first edition of this on-line text, which should still be
      available on the Web at http://math.hws.edu/eck/cs124/javanotes1/index.html.

      One important note: You can use either Java 1.0 or Java 1.1 style event handling. But you can't mix them
      in the same applet or program. For a given project, you have to decide which model you want to use and
      stick to it.


      The Event Model in Java 1.0
      In Java 1.0 there is just one class of events, java.awt.Event. Every event is generated by a component,
      which is called the target of the event. The target of an event object, evt, is given by the public instance
      variable evt.target. Other instance variables carry other information about various types of events. For
      example, the coordinates of a mouse-related event are given by evt.x and evt.y.
      In Java 1.1 style event handling, an event is sent only to objects that are listening for the event. (This is
      where the Java 1.1 style gets its advantage in efficiency: Events are not processed unless they have been
      enabled, usually by registering a listener.) In the Java 1.0 style, whenever any event occurs, the system calls
      a method named handleEvent() in the target component. For many types of events, handleEvent()
      will in turn call a special purpose event-handling routine such as mouseDown() or keyDown(). Some of
      these event-handling routines are discussed below. The handleEvent() method might or might not
      actually handle the event. It returns a boolean value to the system to indicate whether the event was
      handled. If the event is not handled by the target component, and if that component is contained in some
      other component -- such as a Panel or Applet -- then the system gives the container component a chance
      to handle the event by calling the handleEvent() method of the container. This process can continue up
      a chain of containment until a top-level component such as an applet or frame is reached. If the top-level
      component doesn't handle the event, then the event is ignored.

      This might sound very complicated but what it comes down to in most cases is this: Mouse and keyboard
      events are handled by the component to which they are targeted (usually a canvas object, if not the applet


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      itself). The top-level applet class does all the other event-handling for the program. Events from buttons,
      text fields, choice menus, and so on are allowed to filter up to the top level where they are handled by a
      method in the applet class. (In fact, in any case where this simplified model is not appropriate, you should
      really be using Java 1.1 style event handling.)

      To deal with certain types of events, such as those generated by scroll bars, it is necessary to override the
      handleEvent() method itself. But for the more common types of events, there are special purpose
      event-handling methods that you can override.


      Mouse and Keyboard Events in Java 1.0
      As the user moves the mouse and presses buttons on the mouse, several event-handling methods can be
      called. The most useful mouse-related methods are:
                 public boolean mouseDown(Event evt, int x, int y) {
                    . . . // respond to fact that user has pressed mouse button
                    return true;
                 }
                 public boolean mouseUp(Event evt, int x, int y) {
                    . . . // respond to fact that the user has released mouse button
                    return true;
                 }
                 public boolean mouseDrag(Event evt, int x, int y) {
                    . . . // respond to fact that mouse has moved, while
                          //   user is holding down a mouse button
                    return true;
                 }
                 public boolean mouseMove(Event evt, int x, int y) {
                    . . . // respond to fact that mouse has moved, while
                          //   user is NOT holding down a mouse button
                    return true;
                 }

      Note that these are boolean-valued methods. In almost all cases, you should return true, which indicates
      that you have handled the event. In the rare cases where you want to let the event be passed on to the next
      possible handler, return false instead.

      If the user clicks the mouse somewhere in the rectangle occupied by a component, the mouseDown()
      method is called when the user presses the button, and the mouseUp() method when the user releases it. If
      the user moves the mouse while holding the button down, the computer will call mouseDrag() over and
      over as the mouse moves. The mouseMove() method is called when the user moves the mouse without
      holding a button down.

      In all of these methods, the parameters x and y give the horizontal and vertical position of the mouse, in
      coordinates appropriate to the component. The parameter evt carries full information about the event that
      caused the method to be called. (The x and y coordinates have been pulled out of this Event object for
      your convenience.) You can check whether the user was holding down the shift key, the control key, or the
      Meta key when the event occured by calling the boolean-valued methods evt.shiftDown(),
      evt.controlDown(), and evt.metaDown(). Holding down the Meta key is equivalent to pressing
      the right mouse button, so evt.metaDown() also returns true if the right mouse button is down. (For
      some reason, there is no method for testing whether the Alt key -- or middle mouse button -- is down.
      Instead you have to test "if ((evt.modifiers & Event.ALT_MASK) != 0)"!)
      The applet at the bottom of this page uses Java 1.0 style handling of mouse events. If you are interested,
      you can find the source code for this applet in the file TrackLines.java.


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      As for keyboard events in Java 1.0, every time the user presses a key on the keyboard, two events are
      generated: one when the user presses the key and one when the user releases the key. A component can be
      programmed to respond to these events by overriding the keyDown() and keyUp() methods, which are
      defined as follows:
                   public boolean keyDown(Event evt, int key) {
                      . . . // respond to the fact that a key has been pressed
                      return true;
                   }
                   public boolean keyUp(Event evt, int key) {
                      . . . // respond to the fact that a key has been released
                      return true;
                   }

      The key parameter in these methods tells you which key was pressed by the user. You might be surprised
      to see that this parameter has type int rather than char. This is because characters aren't the only things
      that the user can type! The user can also press "action keys" such as the arrow keys and the function keys
      F1, F2, etc.

      If the user actually types a character, then the key parameter tells you which character was typed. Because
      key is of type int, you have to use a type-cast to discover which character was typed:

                                              char typedChar = (char)key;

      If the user pressed one of the action keys, then the value of the key parameter will be a special constant
      value that specifies which key was pressed. The value will be one of the following predefined constants:
      Event.UP, Event.DOWN, Event.LEFT, Event.RIGHT, Event.HOME, Event.END,
      Event.PGUP, Event.PGDN, or Event.F1 through Event.F12. The first four of these, which are
      probably the most useful, correspond to the up, down, left, and right arrow keys.

      When dealing with keyboard events, there is the complication of having to worry about the input focus. A
      component that processes keyboard events should keep track of whether it has the input focus, so that it can
      change its appearance when it has the focus. A focus event is sent to a component whenever it gains or
      loses the input focus. In Java 1.0, this means calling the event-handling methods "public boolean
      gotFocus(Event evt, Object what)" and "public boolean lostFocus(Event evt,
      Object what)". You can override these methods in a component that needs to respond to focus events.
      In general, both of the parameters to these methods can be ignored.


      Action Events in Java 1.0
      Besides mouse and keyboard events, there are the events that are generated when the user interacts with
      graphical interface components such as buttons, menus, and text boxes. (The user actually causes these
      other events with the mouse or keyboard, but they are translated by the system into more meaningful
      terms.) For many of these events, the system calls the action() method, which takes the form
                   public boolean action(Event evt, Object arg) {
                      . . . // respond to the action event
                      return true; // or return false, if action not handled
                   }

      To deal with action events, you should override the action() method in your subclass of Applet. The
      method should handle all the action events from any component contained in the applet. When you write an
      action() method, you know exactly which components might generate action events for it to handle, so
      you can write it to handle just those components.



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      The second parameter in the action() method, arg, contains some information relevant to the event.
      What type of information arg contains depends on the type of object that generated the event. The first
      parameter, evt, has an instance variable, evt.target, which tells which component first received the
      event. For an action event, this is also the component that generated the event in the first place. This means
      that an action() method often looks something like this:
                     public boolean action(Event evt, Object arg) {
                        if (evt.target == button1) {
                             // handle a click on button1
                             return true;
                        }
                        else if (evt.target == button2) {
                             // handle a click on button2
                             return true;
                        }
                        else if (evt.target == colorChoice) {
                             // handle a selection from Choice object colorChoice
                             return true;
                        }
                        .
                        .    // handle other possible targets
                        .
                        else
                          return super.action(evt,arg);
                     }
      (In simple cases, when there are only a few components to worry about, you might not even have to check
      evt.target; the second parameter, arg, might contain all the information you need.)
      Here are the details about the action events that can be generated by various types of components:
            ●   A Button generates an action event when the user clicks on the button. The arg parameter of
                action() is a string that is equal to the button's label. (If you want to use this parameter, you can
                type cast arg to type String.)
            ●   A Choice generates an action event when the user selects one of the items in the Choice menu. The
                arg parameter is the text of the item that the user selected.
            ●   A TextField generates an action event if the user presses return while typing in the input box. The
                arg parameter is a string that gives the contents of the box.
            ●   A Checkbox generates an action event when the user clicks on it. The arg is an object of type
                Boolean that gives the new state of the box. (An object of type Boolean contains a value
                belonging to the primitive type boolean. A boolean value is not an object. "Wrapping" it inside
                a Boolean object makes it possible to treat it as an object. To get the boolean value contained in
                arg, you could say "boolean newState = ((Boolean)arg).booleanValue();". It's
                generally much easier to use the Checkbox's getState() method to find out its state.)
      Although this brief overview of events in Java 1.0 does not give you enough information to write complex
      applications using the Java 1.0 event model, that's not something you should be doing anyway. There is
      probably enough information on this page for you to use Java 1.0 event handling in simple applets.


                                                             End of Chapter 6


                                       [ Next Chapter | Previous Section | Chapter Index | Main Index ]




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Java Programing: Chapter 6 Exercises

      Programming Exercises
      For Chapter 6



      THIS PAGE CONTAINS programming exercises based on material from Chapter 6 of this on-line Java
      textbook. Each exercise has a link to a discussion of one possible solution of that exercise.


      Exercise 6.1: Write an applet that shows a pair of dice. When the user clicks on the applet, the dice should
      be rolled (that is, the dice should be assigned newly computed random values). Each die should be drawn as
      a square showing from 1 to 6 dots. Since you have to draw two dice, its a good idea to write a subroutine,
      "void drawDie(Graphics g, int val, int x, int y)", to draw a die at the specified
      (x,y) coordinates. The second parameter, val, specifes the value that is showing on the die. Assume that
      the size of the applet is 100 by 100 pixels. Here is a working version of the applet. (My applet plays a
      clicking sound when the dice are rolled. See the solution to see how this is done.)

      See the solution!


      Exercise 6.2: Improve your dice applet from the previous exercise so that it also responds to keyboard
      input. When the applet has the input focus, it should be hilited with a colored border, and the dice should be
      rolled whenever the user presses a key on the keyboard. This is in addition to rolling them when the user
      clicks the mouse on the applet. Here is an applet that solves this exercise:

      See the solution!


      Exercise 6.3: In Exercise 6.1, above, you wrote a pair-of-dice applet where the dice are rolled when the
      clicks on the applet. Now make a pair-of-dice applet that uses the methods discussed in Section 6.6. Draw
      the dice on a "canvas", and place a "Roll" button below the canvas. The dice should be rolled when the user
      clicks the Roll button. Your applet should look and work like this one:

      (Note: Since there was only one button in this applet, I added it directly to the applet, rather than putting it
      in a "buttonBar" panel and adding the panel to the applet.)

      See the solution!


      Exercise 6.4: In Exercise 3.5, you drew a checkerboard. For this exercise, write a checkerboard applet
      where the user can select a square by clicking on it. Hilite the selected square by drawing a colored border
      around it. When the applet is first created, no square is selected. When the user clicks on a square that is not
      currently selected, it becomes selected. If the user clicks the square that is selected, it becomes unselected.
      Assume that the size of the applet is 160 by 160 pixels, so that each square on the checkerboard is 20 by 20
      pixels. Here is a working version of the applet:

      See the solution!


      Exercise 6.5: Write an applet that shows two squares. The user should be able to drag either square with the
      mouse. (You'll need an instance variable to remember which square the user is dragging.) The user can drag
      the square off the applet if she wants; if she does this, it's gone. You can try it here:

      See the solution!


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Java Programing: Chapter 6 Exercises


      Exercise 6.6: For this exercise, you should modify the SubKiller game from Section 6.5. You can start with
      the existing source code, from the file SubKillerGame.java. Modify the game so it keeps track of the
      number of hits and misses and displays these quantities. That is, every time the depth charge blows up the
      sub, the number of hits goes up by one. Every time the depth charge falls off the bottom of the screen
      without hitting the sub, the number of misses goes up by one. There is room at the top of the applet to
      display these numbers. To do this exercise, you only have to add a half-dozen lines to the source code. But
      you have to figure out what they are and where to add them. To do this, you'll have to read the source code
      closely enough to understand how it works.

      See the solution! (A working version of the applet can be found here.)


      Exercise 6.7: Section 3.7 discussed SimpleAnimationApplet, a framework for writing simple
      animations. You can define an animation by writing a subclass and defining a drawFrame() method. It is
      possible to have the subclass implement the MouseListener interface. Then, you can have an animation
      that responds to mouse clicks.

      Write a game in which the user tries to click on a little square that jumps erratically around the applet. To
      implement this, use instance variables to keep track of the position of the square. In the drawFrame()
      method, there should be a certain probability that the square will jump to a new location. (You can
      experiment to find a probability that makes the game play well.) In your mousePressed method, check
      whether the user clicked on the square. Keep track of and display the number of times that the user hits the
      square and the number of times that the user misses it. Don't assume that you know the size of the applet in
      advance.

      See the solution! (A working version of the applet can be found here.)


      Exercise 6.8:Write a Blackjack applet that lets the user play a game of Blackjack, with the computer as the
      dealer. The applet should draw the user's cards and the dealer's cards, just as was done for the graphical
      HighLow card game in Section 6.6. You can use the source code for that game, HighLowGUI.java, for
      some ideas about how to write your Blackjack game. The structures of the HighLow applet and the
      Blackjack applet are very similar. You will certainly want to use the drawCard() method from that
      applet.

      You can find a description of the game of Blackjack in Exercise 5.5. Add the following rule to that
      description: If a player takes five cards without going over 21, that player wins immediately. This rule is
      used in some casinos. For your applet, it means that you only have to allow room for five cards. You should
      assume that your applet is just wide enough to show five cards, and that it is tall enough to show the user's
      hand and the dealer's hand.

      Note that the design of a GUI Blackjack game is very different from the design of the text-oriented program
      that you wrote for Exercise 5.5. The user should play the game by clicking on "Hit" and "Stand" buttons.
      There should be a "New Game" button that can be used to start another game after one game ends. You
      have to decide what happens when each of these buttons are pressed. You don't have much chance of
      getting this right unless you think in terms of the states that the game can be in and how the state can
      change.

      Your program will need the classes defined in Card.java, Hand.java, BlackjackHand.java, and Deck.java.
      Here is a working version of the applet:

      See the solution!




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Java Programing: Chapter 6 Exercises
                                                       [ Chapter Index | Main Index ]




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Java Programing: Chapter 6 Quiz

      Quiz Questions
      For Chapter 6



      THIS PAGE CONTAINS A SAMPLE quiz on material from Chapter 6 of this on-line Java textbook. You
      should be able to answer these questions after studying that chapter. Sample answers to all the quiz
      questions can be found here.


      Question 1: Programs written for a graphical user interface have to deal with "events." Explain what is
      meant by the term event. Give at least two different examples of events, and discuss how a program might
      respond to those events.

      Question 2: What is an event loop?

      Question 3: Explain carefully what the repaint() method does.

      Question 4: What is HTML?

      Question 5: Draw the picture that will be produced by the following paint() method:
                             public static void paint(Graphics g) {
                                for (int i=10; i <= 210; i = i + 50)
                                   for (int j = 10; j <= 210; j = j + 50)
                                      g.drawLine(i,10,j,60);
                             }
      Question 6: Suppose you would like an applet that displays a green square inside a red circle, as illustrated.
      Write a paint() method that will draw the image.




      Question 7: Suppose that you are writing an applet, and you want the applet to respond in some way when
      the user clicks the mouse on the applet. What are the four things you need to remember to put into the
      source code of your applet?

      Question 8: Java has a standard class called MouseEvent. What is the purpose of this class? What does
      an object of type MouseEvent do?

      Question 9: Explain what is meant by input focus. How is the input focus managed in a Java GUI program?

      Question 10: Java has a standard class called Canvas. What is the point of this class? How are canvas
      objects used, and why?


                                                 [ Answers | Chapter Index | Main Index ]



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Java Programing: Chapter 7 Index

                                                             Chapter 7

                                   Advanced GUI Programming


      THE JAVA PACKAGES java.awt and java.awt.event contain classes for writing programs that
      use a graphical user interface. The previous chapter introduced several of these classes, such as the class
      Button. An object of type Button represents a push-button that the user can click to perform some
      action. When the programmer creates an instance of this class, it will appear on the screen as a button
      appropriate to the platform on which the program is running. Even though the button will appear different
      on different platforms, its "logical" or "abstract" behavior will be the same. The Java programmer only has
      to worry about this abstract behavior; the platform-dependent details are left to the Java implementation on
      each platform. This is why the Java GUI system is called the Abstract Windowing Toolkit (AWT).
      In this chapter, we'll take a more detailed look at using the AWT for graphical user interface programming,
      starting with some advanced features of the Graphics class. We'll cover a number of new layout
      managers, component classes, and event types, and we'll see how to open independent windows and dialog
      boxes on the screen. Two new features of Java, threads and nested classes, will be introduced. Both of these
      features are useful in many applications besides GUI programming.

      This textbook is based on Java 1.1. A newer version, Java 1.2, builds on Java 1.1 by adding a large number
      of new standard classes. In particular, Java 1.1 introduced a new set of user interface components called
      Swing, as a supplement to the AWT. Java 1.2, together with a few optional features, is sometimes referred
      to as Java 2 or Java Platform 2. The last section of this Chapter is a brief survey of Swing and Java 2.

      The material in this chapter will be used in a number of examples and programming exercises in future
      chapters. Aside from that, the material in this chapter is not a prerequisite the rest of this textbook.


      Contents Chapter 7:
            ●   Section 1: More about Graphics
            ●   Section 2: More about Layouts and Components
            ●   Section 3: Standard Components and Their Events
            ●   Section 4: Programming with Components
            ●   Section 5: Threads, Synchronization, and Animation
            ●   Section 6: Nested Classes and Adapter Classes
            ●   Section 7: Frames and Dialogs
            ●   Section 8: Looking Forward: Swing and Java 2
            ●   Programming Exercises
            ●   Quiz on this Chapter


                                      [ First Section | Next Chapter | Previous Chapter | Main Index ]




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Java Programing: Section 7.1

      Section 7.1
      More About Graphics



      IN THIS SECTION, we'll look at some additional aspects of graphics in Java. Most of the section deals
      with Images, which are pictures stored in files or in the computer's memory. But we'll also consider a few
      other techniques that can be used to draw better or more efficiently.


      Images
      To a computer, an image is just a set of numbers. The numbers specify the color of each pixel in the image.
      The numbers representing the image on the computer's screen are stored in a part of memory called a frame
      buffer. Many times each second, the computer's video card reads the data in the frame buffer and colors
      each pixel on the screen according to that data. Whenever the computer needs to make some change to the
      screen, it writes some new numbers to the frame buffer, and the change appears on the screen a fraction of a
      second later, the next time the screen is redrawn by the video card.
      Since it's just a set of numbers, the data for an image doesn't have to be stored in a frame buffer. It can be
      stored elsewhere in the computer's memory. It can be stored in a file on the computer's hard disk. Just like
      any other data file, an image file can be downloaded over the Internet. Java includes standard classes and
      subroutines that can be used to copy image data from one part of memory to another and to get data from an
      image file and use it to display the image on the screen.

      The standard class java.awt.Image is used to represent images. A particular object of type Image
      contains information about some particular image. There are actually two kinds of Image objects. One
      kind represents an image in an image data file. The second kind represents an image in the computer's
      memory. Either type of image can be displayed on the screen. The second kind of Image can also be
      modified while it is in memory. We'll look at this second kind of Image below.
      Every image is coded as a set of numbers, but there are various ways in which the coding can be done. For
      images in files, there are two main coding schemes which are used in Java and on the Internet. One is used
      for GIF images, which are usually stored in files that have names ending in ".gif". The other is used for
      JPEG images, which are stored in files that have names ending in ".jpg" or ".jpeg". Both GIF and JPEG
      images are compressed. That is, redundancies in the data are exploited to reduce the number of numbers
      needed to represent the data. In general, the compression method used for GIF images works well for line
      drawings and other images with large patches of uniform color. JPEG compression generally works well for
      photographs.

      The Applet class defines a method, getImage, that can be used for loading images
      stored in GIF and JPEG files (and possibly in other types of image files, depending on the
      version of Java). For example, suppose that the image of an ace of clubs, shown at the
      right, is contained in a file named "ace.gif". In the source code for an applet, if img is a
      variable of type Image, you could say
                            img     =     getImage( getCodeBase(), "ace.gif" );

      to create an Image object to represent the ace. The second parameter is the name of the file that contains
      the image. The first parameter specifies the directory that contains the image file. The value
      "getCodeBase()" specifies that the image file is in the code base directory for the applet. Assuming that
      the applet is in the default package, as usual, that just means that the image file is in the same directory as
      the compiled class file of the applet.

      Once you have an object of type Image, however you obtain it, you can draw the image in any graphics


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      context. Suppose that g is a graphics context, that is, an object belonging to the class Graphics, and
      suppose that img is a variable of type Image. Then the usual command for drawing the image, img, in the
      graphics context, g, is
                            g.drawImage(img, x, y, this);
      This command can be used in an instance method of an applet, canvas, or other component. The parameters
      x and y are integers that give the position of the top-left corner of the displayed image. The fourth
      parameter, "this", requires some explanation. It's there because of the funny way that Java works with
      images from image files. When you use getImage() to create an Image object from an image file, the
      file is not downloaded immediately. The Image object simply remembers where the file is. The file will be
      downloaded the first time you draw the image. However, when the image needs to be downloaded, the
      drawImage() method only initiates the downloading. It doesn't wait for the data to arrive. So, after
      drawImage() has finished executing, it's quite possible that the image has not actually been drawn! But
      then, when does it get drawn? That's where the fourth parameter to the drawImage() command comes in.
      The fourth parameter is something called an ImageObserver. After the image has been downloaded, the
      system will inform the ImageObserver that the image is available, and the ImageObserver will
      actually draw the image at that time. (For large images, it's even possible that the image will be drawn in
      several parts as it is downloaded.) Any Component object can act as an ImageObserver, including
      applets and canvases. In "g.drawImage(img, x, y, this);", the special variable this refers to
      the object whose source code you are writing. When you are drawing an image to the screen, you should
      almost always use "this" as the fourth parameter to drawImage().

      There are a few useful variations of the drawImage() command. For example, it is possible to scale the
      image as it is drawn to a specified width and height. This is done with the command
                            g.drawImage(img, x, y, width, height, this);
      Another version makes it possible to draw just part of the image. In the command
                   g.drawImage(img, dest_x1,   dest_y1,   dest_x2,   dest_y2,
                                    source_x1, source_y1, source_x2, source_y2, this);
      The integers source_x1, source_y1, source_x2, and source_y2 specify the top-left and
      bottom-right corners of a rectangular region in the source image. The integers dest_x1, dest_y1,
      dest_x2, and dest_y2 specify the corners of a region in the destination graphics context. The specified
      rectangle in the image is drawn, with scaling if necessary, to the specified rectangle in the graphics context.
      For an example in which this is useful, consider a card game that needs to display 52 different cards.
      Dealing with 52 image files can be cumbersome and inefficient, especially for downloading over the
      Internet. So, all the cards could be put into a single image:




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      Now, only one Image object is needed. Drawing one card means drawing a rectangular region from the
      image. This technique is used in the following version of the HighLow card game from Section 6.6:

                                                        Sorry, but your browser
                                                         doesn't support Java.

      In this applet, the cards are drawn by the following method. The variable, cardImages, is a variable of
      type Image that represents the image of 52 cards that is shown above. Each card is 40 by 60 pixels. These
      numbers are used, together with the suit and value of the card, to compute the corners of the source and
      destination rectangles for the drawImage() command:

            void drawCard(Graphics g, Card card, int x, int y) {
                    // Draws a card as a 40 by 60 rectangle with
                    // upper left corner at (x,y). The card is drawn
                    // in the graphics context g. If card is null, then
                    // a face-down card is drawn. The cards are taken
                    // from an Image object that loads the image from
                    // the file smallcards.gif.
               if (card == null) {
                       // Draw a face-down card
                  g.setColor(Color.blue);
                  g.fillRect(x,y,40,60);
                  g.setColor(Color.white);
                  g.drawRect(x+3,y+3,33,53);
                  g.drawRect(x+4,y+4,31,51);
               }
               else {
                  int row = 0; // Which of the four rows contains this card?
                  switch (card.getSuit()) {
                      case Card.CLUBS:    row = 0; break;
                      case Card.HEARTS:   row = 1; break;
                      case Card.SPADES:   row = 2; break;
                      case Card.DIAMONDS: row = 3; break;
                  }
                  int sx, sy; // Coords of upper left corner in the source image.


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                      sx = 40*(card.getValue() - 1);
                      sy = 60*row;
                      g.drawImage(cardImages, x, y, x+40, y+60,
                                              sx, sy, sx+40, sy+60, this);
                      System.out.println(card.toString());
                 }
            }    // end drawCard()


      The complete source code for this applet can be found in HighLowGUI2.java.


      Double Buffering for Smooth Animation
      In addition to images in image files, objects of type Image can be used to represent images stored in the
      computer's memory. What makes such images particularly useful is that it is possible to draw to an Image
      in the computer's memory. This drawing is not visible to the user. Later, however, the image can be copied
      very quickly to the screen. If this technique is used for repainting the screen, then behind the scenes, in
      memory, an old image is erased and a new one is drawn step-by-step. This takes some time. If all this
      drawing were done on screen, the user would see the image flicker. Instead, a complete new image replaces
      the old one on the screen almost instantaneously. The user doesn't see all the steps involved in redrawing.
      This technique can be used to do smooth, flicker-free animation and dragging.

      I call an image in memory an off-screen canvas. The technique of drawing to an off-screen canvas and then
      quickly copying the canvas to the screen is called double buffering. The name comes from the term frame
      buffer, which refers to the region in memory that holds the image on the screen. (In fact, true double
      buffering uses two frame buffers. The video card can display either frame buffer on the screen and can
      switch instantaneously from one frame buffer to the other. One frame buffer is used as an off-screen canvas
      to prepare a new image for the screen. Then the video card is told to switch from one frame buffer to the
      other. No copying of memory is involved. Double-buffering as it is implemented in Java does require
      copying, which takes some time and is not entirely flicker-free.)

      Here are two applets that are identical, except that one uses double buffering and one does not. You can
      drag the red and blue squares around the applets. For the applet on the left, you should notice an annoying
      flicker as you drag a square (although on very fast computers it might not be all that noticeable):

                                                        Sorry, but your browser
                                                        doesn't support Java.

      An off-screen Image can be created by calling the instance method createImage(), which is defined
      in the Component class. You can use this method in applets and canvases, for example. The
      createImage() method takes two parameters to specify the width and height of the image to be created.
      For example,
                                   Image OSC = createImage(width, height);
      Drawing to an off-screen canvas is done in the same way as any other drawing in Java, by using a graphics
      context. The Image class defines an instance method getGraphics() that returns a Graphics object
      that can be used for drawing on the off-screen canvas. (This works only for off-screen canvases. If you try
      to do this with an Image from a file, an error will occur.) That is, if OSC is a variable of type Image that
      refers to an off-screen canvas, you can say
                                 Graphics offscreenGraphics = OSC.getGraphics();

      Then, any drawing operations performed with the graphics context offscreenGraphics are applied to
      the off-screen canvas. For example, "offscreenGraphics.drawRect(10,10,50,100);" will
      draw a 50-by-100-pixel rectangle on the off-screen canvas. Once a picture has been drawn on the off-screen
      canvas, the picture can be copied into another graphics context, g, using the method

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      g.drawImage(OSC).
      When using an off-screen canvas to avoid flicker, it's convenient to manage the off-screen canvas in the
      update() method, which is called by the system when a component needs to be repainted. The
      update() method can create the off-screen canvas if it doesn't already exist, call the component's
      paint() method to draw to the off-screen canvas, and then copy the contents of the off-screen canvas to
      the screen. With just a little more work, we can even allow for the case where the size of the component can
      change. Here is what you would put in your applet or canvas class to make this work:

            /* Some variable used for double-buffering */

            Image OSC;           // The off-screen canvas (created and used in update()).
                                 // The size of the OSC matches the size of the component.

            int widthOfOSC, heightOfOSC;                         //   Current width and height of OSC.
                                                                 //   These are checked against the size
                                                                 //   of the component, to detect any change
                                                                 //   in the component's size. If the size
                                                                 //   has changed, a new OSC is created.


            public void update(Graphics g) {

                    //    To implement double-buffering, the update method calls paint to
                    //    draw the contents of the applet on an off-screen canvas. Then
                    //    the canvas is copied onto the screen. This method is responsible
                    //    for creating the off-screen canvas. It will make a new OSC if
                    //    the size of the applet changes.

                 if (OSC == null || widthOfOSC != getSize().width
                                            || heightOfOSC != getSize().height) {
                        // Create the OSC.
                        // (Or make a new one if applet size has changed.)
                    OSC = null; // (If OSC already exists, this frees up the memory.)
                    OSC = createImage(getSize().width, getSize().height);
                    widthOfOSC = getSize().width;
                    heightOfOSC = getSize().height;
                 }

                 /* Set things up in the OSC the way things are usually set
                    up for the paint method: Clear the OSC to the background color.
                    Set the graphics context to use the component's drawing color and
                    font.
                 */

                 Graphics OSGr = OSC.getGraphics();                             // Graphics context
                                                                                //    for drawing to OSC.
                 OSGr.setColor(getBackground());
                 OSGr.fillRect(0, 0, widthOfOSC, heightOfOSC);
                 OSGr.setColor(getForeground());
                 OSGr.setFont(getFont());

                 paint(OSGr);    // Draw component's contents to OSGr
                                 //                    instead of directly to g.
                 OSGr.dispose(); // We're done with this graphics context.



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                 g.drawImage(OSC,0,0,this);                       // Copy OSC to screen.

            } // end update()


            public void paint(Graphics g) {
                   // Draw the contents of the applet to the graphics context g,
                   // just as they would be drawn on the screen.
                .
                .
            } // end paint()


      This is the technique used in the applet, shown above, that uses double buffering for smooth dragging. You
      can find the complete source code in the file DoubleBufferedDrag.java. An update method and a few extra
      instance variables are the only difference between the double-buffered version and the non-double-buffered
      version, NonDoubleBufferedDrag.java. The same technique can be used to do smooth animation, as we'll
      see in Section 5.


      Double Buffering for Screen Repainting
      Flicker was only one of the problems that we had with drawing in the previous chapter. Another problem
      was that, in many cases, we had no convenient way of remembering the contents of a component so that we
      could redraw the component when necessary. For example, in the paint applet in Section 6.6, the user's
      sketch will disappear if the applet is covered up and then uncovered. Double buffering can be used to solve
      this problem too. The idea is simple: Keep a copy of the drawing in an off-screen canvas. When the
      component needs to be redrawn, copy the off-screen canvas onto the screen. This method is used in the
      improved paint program at the end of this section.

      When used in this way, the off-screen canvas should always contain a copy of the picture on the screen. The
      update() and paint() methods should do nothing but copy the off-screen canvas to the screen. This
      will refresh the picture when it is covered and uncovered. The actual drawing of the picture should take
      place elsewhere. (Occasionally, it makes sense to draw some extra stuff on the screen, on top of the image
      from the off-screen canvas. For example, a hilite or a shape that is being dragged might be treated in this
      way. These things are not permanently part of the image. The permanent image is safe in the off-screen
      canvas, and it can be used to restore the on-screen image when the hilite is removed or the shape is dragged
      to a different location.)

      There are two approaches to keeping the image on the screen synchronized with the image in the off-screen
      canvas. In the first approach, in order to change the image, you make that change to the off-screen canvas
      and then call repaint() to copy the modified image to the screen. This is safe and easy, but not always
      efficient. The second approach is to make every change twice, once to the off-screen canvas and once to the
      screen. This keeps the two images the same, but it requires some care to make sure that exactly the same
      drawing is done in both.

      In this application, it doesn't make sense to have the update() method create the canvas since the
      off-screen canvas is used outside the update() method. I suggest having a separate method to handle the
      creation of the off-screen canvas and its re-creation when the size of the component changes. This method
      should always be called before using the off-screen canvas in any way. Here is the basic code that a class
      needs in order to implement this:


            /* Some variables used for double-buffering. */



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            Image OSC;           // The off-screen canvas (created in setupOSC()).

            int widthOfOSC, heightOfOSC;                         //   Current width and height of OSC.
                                                                 //   These are checked against the size
                                                                 //   of the component, to detect any change
                                                                 //   in the component's size. If the size
                                                                 //   has changed, a new OSC is created.
                                                                 //   The picture in the off-screen canvas
                                                                 //   is lost when that happens.

            void setupOSC() {
                 // This method is responsible for creating the off-screen canvas.
                 // It should always be called before using the OSC. It will make a
                 // new OSC if the size of the applet changes. A new off-screen
                 // canvas is filled with the background color of the component.
               if (OSC == null || widthOfOSC != getSize().width
                                        || heightOfOSC != getSize().height) {
                     // Create the OSC, or make a new one
                     //          if component size has changed.
                  OSC = null; // (If OSC already exists, this frees up the memory.)
                  OSC = createImage(getSize().width, getSize().height);
                  widthOfOSC = getSize().width;
                  heightOfOSC = getSize().height;
                  Graphics OSGr = OSC.getGraphics();
                  OSGr.setColor(getBackground());
                  OSGr.fillRect(0, 0, widthOfOSC, heightOfOSC);
                  OSGr.dispose()
               }
            }

            public void update(Graphics g) {
                  // Redefine update so it doesn't clear before calling paint().
               paint(g);
            }


            public void paint(Graphics g) {
                 // Just copy the off-screen canvas to the screen.
               setupOSC(); // Ensure that OSC exists first!!
               g.drawImage(OSC, 0, 0, this);
            }


      Note that the contents of the off-screen canvas are lost if the size changes. If this is a problem, you can
      consider copying the contents of the old off-screen canvas to the new one before discarding the old canvas.
      You can do this with drawImage(), and you can even scale the image to fit the new size if you want.
      However, the results of scaling are not always attractive.


      FontMetrics
      In the rest of this section, we turn from Images to look briefly at a few other aspects of Java graphics.
      Often, when drawing a string, it's important to know how big the image of the string will be. You need this
      information if you want to center a string on an applet. Or if you want to know how much space to leave
      between two lines of text, when you draw them one above the other. Or if the user is typing the string and


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      you want to position a cursor at the end of the string. In Java, questions about the size of a string are
      answered by an object belonging to the standard class java.awt.FontMetrics.
      There are several lengths associated with any given font. Some of them are shown in this illustration:




      The red lines in the illustration are the baselines of the two lines of text. The suggested distance between
      two baselines, for single-spaced text, is known as the lineheight of the font. The ascent is the distance that
      tall characters can rise above the baselines, and the descent is the distance that tails like the one on the letter
      g can descend below the baseline. The ascent and descent do not add up to the lineheight, because there
      should be some extra space between the tops of characters in one line and the tails of characters on the line
      above. The extra space is called leading. All these quantities can be determined by calling instance methods
      in a FontMetrics object. There are also methods for determining the width of a character and the width
      of a string.

      If F is a font and g is a graphics context, you can get a FontMetrics object for the font F by calling
      g.getFontMetrics(F). If fm is a variable that refers to the FontMetrics object, then the ascent,
      descent, leading, and lineheight of the font can be obtained by calling fm.getAscent(),
      fm.getDescent(), fm.getLeading(), and fm.getHeight(). If ch is a character, then
      fm.charWidth(ch) is the width of the character when it is drawn in that font. If str is a string, then
      fm.stringWidth(str) is the width of the string. For example, here is a paint() method that shows
      the message "Hello World" in the exact center of the component:

                   public void paint(Graphics g) {
                      int width, height; // Width and height of the string.
                      int x, y;           // Starting point of baseline of string.
                      Font F = g.getFont(); // What font will g draw in?
                      FontMetrics fm = g.getFontMetrics(F);
                      width = fm.stringWidth("Hello World");
                      height = fm.getAscent(); // Note: There are no tails on
                                                //   any of the chars in the string!
                      x = getSize().width / 2 - width / 2;   // Go to center and back up
                                                             // half the width of the
                                                             // string.
                      y = getSize().height / 2 + height / 2; // Go to center, then move
                                                             // down half the height of
                                                             // the string.
                      g.drawString("Hello World", x, y);
                   }




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      Drawing with XORMode
      Ordinarily, when shapes or text are drawn in a graphics context, g, the colors of the affected pixels are
      changed to the current drawing color of g, as specified by g.setColor(). In Java, this type of drawing
      is called paint mode, and it is not the only possibility. There is another mode of drawing called XOR mode,
      in which the effect on the color of pixels is not so straightforward. Drawing in XOR mode has an interesting
      and useful property: If you perform exactly the same drawing operation twice in a row, the second
      operation reverses the effect of the first, leaving the image in its original state. Unfortunately, you can't be
      sure what colors will be used when you draw in XOR mode.

      XOR mode can be used, for example, to implement a "rubber band cursor." A rubber band cursor is
      commonly used to draw straight lines. When the user clicks and drags the mouse, a moving line stretches
      between the starting point of the drag and the current mouse location. When the user releases the mouse, the
      line becomes a permanent part of the image. While the mouse is being dragged, the line is drawn in XOR
      mode. When the mouse moves, the line is first redrawn in its previous position. In XOR mode, this second
      drawing operation erases the first. Then, the line is drawn in its new position. When the user releases the
      mouse, the line is erased one more time and is then drawn permanently using paint mode. The same idea
      can be used for other figures besides lines. However, it doesn't work very well for filled shapes because of
      the weird color effects. (Of course, maybe you like weird color effects.) A simple solution to the problem
      with filled shapes is to draw only the outline of the shape when dragging.

      Here is a little applet that illustrates XOR mode. Draw straight red lines by clicking and dragging. Draw
      blue filled rectangles by right-clicking and dragging (or, on the Mac, Command-clicking). Shift-click on the
      applet to clear it. Check out the colors when you draw one rectangle on top of another:

                                                        Sorry, but your browser
                                                         doesn't support Java.

      If g is a graphics context, then you can use the command g.setXORMode(xorColor) to start using
      XOR mode. The xorColor parameter is a Color that will (on some platforms) be used as follows: If you
      draw in XOR mode over pixels whose color is the specified xorColor, then those pixels will be changed
      to the current drawing color of the graphics context. That is, drawing over the xorColor in XOR mode is
      the same as drawing over this color in the regular paint mode. In almost all cases, you want to use the
      background color as the xorColor, so you should say g.setXORMode(getBackground()). You
      can switch from XOR mode back to regular paint mode with the command g.setPaintMode().
      There is one other point of interest in the above applet. To draw a rectangle in Java, you need to know the
      coordinates of the upper left corner, the width, and the height. However, when a rectangle is drawn in this
      applet, the available data consists of two corners of the rectangle: the starting position of the mouse and its
      current position. From these two corners, the left edge, the top edge, the width, and the height of the
      rectangle have to be computed. This can be done as follows:

               void drawRectUsingCorners(Graphics g, int x1, int y1, int x2, int y2) {
                      // Draw a rectangle with corners at (x1,y1) and (x2,y2).
                  int x,y; // Coordinates of the top-left corner.
                  int w,h; // Width and height of rectangle.
                  if (x1 < x2) { // x1 is the left edge
                     x = x1;
                     w = x2 - x1;
                  }
                  else { // x2 is the left edge
                     x = x2;
                     w = x1 - x2;
                  }
                  if (y1 < y2) { // y1 is the top edge
                     y = y1;


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                          h = y2 - y1;
                    }
                    else { // y2 is the top edge
                       y = y2;
                       h = y1 - y2;
                    }
                    g.drawRect(x, y, w, h); // Draw the rect.
               }


      The source code for the above applet is in the file RubberBand.java.


      A Better Paint Program
      The techniques covered in this section can be used to improve the simple painting program from Section
      6.6. The new version uses an off-screen canvas to save a copy of the user's work. As before, the user can
      draw a free-hand sketch. However, in this version, the user can also choose to draw several shapes by
      selecting from the pop-up menu in the upper right. The shapes are drawn using rubber band cursors in XOR
      mode. Try it out! Check that when you cover up the applet with another window, your drawing is still there
      when you uncover it.

                                                        Sorry, but your browser
                                                         doesn't support Java.

      The source code for this improved paint applet is in the file SimplePaint2.java. It uses an off-screen canvas
      pretty much in the way described above. The paint() method for the Canvas object simply copies the
      off-screen canvas to the screen. When the user begins a drag operation, two graphics contexts are obtained,
      one for drawing on the screen and one for drawing to the off-screen canvas. If the user is sketching a curve,
      every line segment in the curve is drawn to both the screen and to the off-screen canvas. This keeps the
      off-screen picture in sync with the picture on the screen. When the user is drawing a shape, the rubber band
      cursor is treated somewhat differently. The rubber band cursor is not a permanent part of the image, so there
      is no need to draw it to the off-screen canvas. It is drawn only on the screen. When the drag operation ends,
      the final shape is drawn to both the off-screen canvas and to the screen. There are lots of other details to
      attend to. I encourage you to read the source code and see how it's done.


                                      [ Next Section | Previous Chapter | Chapter Index | Main Index ]




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Java Programing: Section 7.2

      Section 7.2
      More about Layouts and Components



      MANY OF THE CLASSES IN THE AWT represent visual elements of a graphical user interface, such as
      buttons, text-input boxes, and menus. All these classes, except for a few related to menus, are subclasses of
      the class java.awt.Component.

      Component is an abstract class, so that you can only create objects belonging to its subclasses, not to
      Component itself. The subclasses that represent standard GUI elements are: Button, Checkbox,
      Choice, Label, List, Scrollbar, TextArea, and TextField. The Canvas class, which we've
      used in several examples, is also a subclass of Component. Objects of these classes have predefined
      behaviors. For the most part, all you have to do is add them to your program and they take care of
      themselves. When the user interacts with one of these components and some action is required, the
      component generates an event that your program can detect and react to. I will discuss the standard GUI
      components in the next section.

      To appear on the screen, a component must be added to a container. A container in this context is a
      component that can contain other components. Containers are represented by the class
      java.awt.Container, which is a subclass of Component. The Container class, like
      Component, is an abstract class. Container has two direct subclasses, Window and Panel. A
      Window represents an independent top-level window that is not contained in any other component.
      Window is not really meant to be used directly. It has two subclasses: Frame, to represent ordinary
      windows that can have their own menu bars, and Dialog to represent dialog boxes that are used for
      limited interactions with the user. I will discuss the window classes in Section 7.

      A Panel, on the other hand, is a container that does not exist independently. The Applet class is a
      subclass of Panel, and as you have seen, an applet does not exist on its own; it is must be displayed on a
      Web page or in some other window. Any panel must be contained inside something else, either a Window,
      another Panel, or -- in the case of an Applet -- a page in a Web browser.
      The fact that panels can contain other panels means that you can
      have many levels of components containing other components, as
      shown in the illustration on the right. This leads to two questions:
      How are components added to a container? How are their sizes
      and positions controlled?

      The sizes and positions of the components in a container are
      usually controlled by a layout manager. Different layout managers
      implement different ways of arranging components. There are
      several predefined layout manager classes in the AWT:
      FlowLayout, GridLayout, BorderLayout,
      CardLayout and GridBagLayout. It is also possible to
      define new layout managers, if none of these suit your purpose.
      Every container is assigned a default layout manager when it is
      first created. For Panels, including Applets, the default
      layout manager belongs to the class FlowLayout. For
      Windows, the default layout manager is a BorderLayout.
      You can change the layout manager of a container using its setLayout() method. It is possible to set the
      LayoutManager of a container to be null. This allows you to take complete charge of laying out the
      components in the container. I will discuss this option further in Section 4.

      As for adding components to a container, that's easy. You just use one of the container's add() methods.
      There are several add() methods. Which one you should use depends on what type of LayoutManager


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      is being used by the container, so I will discuss the appropriate add() methods as I go along.
      I have often found it to be fairly difficult to get the exact layout that I want in my applets and windows. I
      will briefly discuss each of the layout manager classes here, but using them well will require practice and
      experimentation.


      FlowLayout
      A FlowLayout simply lines up its components without trying to be particularly neat about it. After laying
      out as many items as will fit in a row across the container, it will move on to the next row. The components
      in a given row can be either left-aligned, right-aligned, or centered, and there can be horizontal and vertical
      gaps between components. If the default constructor, "new FlowLayout()" is used, then the components on
      each row will be centered and the horizontal and vertical gaps will be five pixels. The constructor

                                  FlowLayout(int align, int hgap, int vgap)

      can be used to specify alternative alignment and gaps. The possible values of align are
      FlowLayout.LEFT, FlowLayout.RIGHT, and FlowLayout.CENTER. A nifty trick is to use a very
      large value of hgap. This forces the FlowLayout to put exactly one component in each row, since there
      won't be room on a single row for two components and the horizontal gap between them. The appropriate
      add() method for FlowLayouts has a single parameter of type Component, specifying the component
      to be added.

      For example, suppose that we want an applet to contain one button, located in the upper right corner of the
      applet. The default layout manager for an applet is a FlowLayout that uses center alignment. It would
      center the button horizontally. We need to give the applet a new layout manager that uses right alignment,
      which will shove the button to the right edge of the applet. The following init() method will do this:
                            public void init() {
                               setLayout( new FlowLayout(FlowLayout.RIGHT, 5, 5) );
                               add( new Button("Press me!") );
                            }

      Although FlowLayouts are useful in certain circumstances, I almost always set the layout manager of an
      applet to be a BorderLayout or a GridLayout. I use the FlowLayout mainly when I want to use a
      panel to hold a strip of controls along the top or bottom of an applet. The examples in Section 6.6 used
      panels in this way.


      BorderLayout
      A BorderLayout places one component in the center of a
      container. The central component is surrounded by up to four other
      components that border it to the "North", "South", "East", and "West",
      as shown in the diagram at the right. Each of the four bordering
      components is optional. The layout manager first allocates space to
      the bordering components. Any space that is left over goes to the
      center component.

      If a container uses a BorderLayout, then components should be
      added to the container using a version of the add() method that has
      two parameters. The first parameter is the component that is being
      added to the container. The second parameter specifies where the
      component is to be placed. It must be one of the constants
      BorderLayout.CENTER, BorderLayout.NORTH,


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      BorderLayout.SOUTH, BorderLayout.EAST, or BorderLayout.WEST. For example, the
      following code creates a panel with drawArea as its center component and with scroll bars to the right
      and below:
                   Panel panel = new Panel();
                   panel.setLayout(new BorderLayout());
                           // To use BorderLayout with a Panel, you have
                           //     to change the panel's layout manager; otherwise,
                           //     a FlowLayout is used.
                   panel.add(drawArea, BorderLayout.CENTER);
                           // Assume drawArea already exists.
                   panel.add(hScroll, BorderLayout.SOUTH);
                           // Assume hScroll is a horizontal scroll bar
                           //     component that already exists.
                   panel.add(vScroll, BorderLayout.EAST);
                           // Assume vScroll is a vertical scroll bar
                           //     component that already exists.
      Sometimes, you want to leave space between the components in a container. You can specify horizontal and
      vertical gaps in the constructor of a BorderLayout object. For example, if you say

                                    panel.setLayout(new BorderLayout(5,7));
      then the layout manager will insert horizontal gaps of 5 pixels between components and vertical gaps of 7
      pixels between components. (The horizontal gap is inserted between the center and west components and
      between the center and east components; the vertical gap is inserted between the center and north
      components and between the center and south components.)


      GridLayout
      A GridLayout lays out components in a grid of equal sized rectangles. The
      illustration shows how the components would be arranged in a grid layout with 3
      rows and 2 columns. If a container uses a GridLayout, the appropriate add
      method takes a single parameter of type Component (for example:
      add(myButton)). Components are added to the grid in the order shown; that is,
      each row is filled from left to right before going on the next row.

      The constructor for a GridLayout with R rows and C columns takes the form
      "new GridLayout(R,C)". If you want to leave horizontal gaps of H pixels
      between columns and vertical gaps of V pixels between rows, use "new GridLayout(R,C,H,V)"
      instead.

      When you use a GridLayout, it's probably good form to add just enough components to fill the grid.
      However, this is not required. In fact, as long as you specify a non-zero value for the number of rows, then
      the number of columns is essentially ignored. The system will use just as many columns as are necessary to
      hold all the components that you add to the container. If you want to depend on this behavior, you should
      probably specify zero as the number of columns. You can also specify the number of rows as zero. In that
      case, you must give a non-zero number of columns. The system will use the specified number of columns,
      with just as many rows as necessary to hold the components that are added to the container.

      Horizontal grids, with a single row, and vertical grids, with a single column, are very common. For
      example, suppose that button1, button2, and button3 are buttons and that you'd like to display them
      in a horizontal row in a panel. If you use a horizontal grid for the panel, then the buttons will completely fill
      that panel and will all be the same size. The panel can be created as follows:
                     Panel buttonBar = new Panel();
                     buttonBar.setLayout(new GridLayout(1,3));

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                         // (Note: The "3" here is pretty much ignored, and
                         // you could also say "new GridLayout(1,0)".
                         // To leave gaps between the buttons, you could use
                         // "new GridLayout(1,0,5,5)".)
                     buttonBar.add(button1);
                     buttonBar.add(button2);
                     buttonBar.add(button3);
      You might find this button bar to be more attractive than the ones in the examples in the Section 6.6, which
      used the default FlowLayout layout manager.



      GridBagLayout
      A GridBagLayout is similar to a GridLayout in that the container is broken down into rows and
      columns of rectangles. However, a GridBagLayout is much more sophisticated because the rows do not
      all have to be of the same height, the columns do not all have to be of the same width, and a component in
      the container can spread over several rows and several columns. There is a separate class,
      GridBagConstraints, that is used to specify the position of a component, the number of rows and
      columns that it occupies, and several additional properties of the component.

      Using a GridBagLayout is rather complicated, and I have used it on exactly two occasions in my own
      Java programming career. I will not explain it here; if you are interested, you should consult a Java
      reference.


      CardLayout
      CardLayouts differ from other layout managers in that in a container that uses a CardLayout, only
      one of its components is visible at any given time. Think of the components as a set of "cards". Only one
      card is visible at a time, but you can flip from one card to another. Methods are provided in the
      CardLayout class for flipping to the first card, to the last card, and to the next card in the deck. A name
      can be specified for each card as it is added to the container, and there is a method in the CardLayout
      class for flipping directly to the card with a specified name.

      Suppose, for example, that you want to create a Panel that can show any one of three Panels: panel1,
      panel2, and panel3. Assume that panel1, panel2, and panel3 have already been created:
                      cardPanel = new Panel();
                           // assume cardPanel is declared as an instance variable
                           // so that it can be used in other methods
                      cards = new CardLayout();
                           // assume cards is declared as an instance variable
                           // so that it can be used in other methods
                      cardPanel.setLayout(cards);
                      cardPanel.add(panel1, "First");
                           // add panel1 with name "First"
                      cardPanel.add(panel2, "Second");
                           // add panel2 with name "Second"
                      cardPanel.add(panel3, "Third");
                           // add panel3 with name "Third"

      Elsewhere in your program, you could show panel1 by saying
                      cards.show(cardPanel, "First");


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      or
                      cards.first(cardPanel);

      Other methods that are available are cards.last(cardPanel), cards.next(cardPanel), and
      cards.previous(cardPanel). Note that each of these methods takes the container as a parameter.
      To use a CardLayout effectively, you'll need to have instance variables to record both the layout
      manager (cards in the example) and the container (cardPanel in the example). You need both of these
      objects in order to flip from one card to another.


      Components in Applets
      When you are writing an Applet , you should remember that applets are themselves containers. This
      means that they have add() methods that can be used to add components and a setLayout() method
      that can be used to replace the default layout manager. In general, the entire layout of an applet should be
      set up in its init() method. This will often involve constructing sub-panels and adding them to the
      applet.

      One final point: With most layout managers, you can specify horizontal and vertical gaps between
      components. But what if you want gaps between the edges of a container and the components that it
      contains? For that, you have to override the getInsets() method of the container. For an applet or
      panel, the definition of this method usually has the form:
                     public Insets getInsets() {
                        return new Insets(top,left,bottom,right);
                     }

      where top, left, bottom, and right are integers that specify the number of pixels to be inserted as a
      gap along each edge. However, things get a little more complicated in the case of a container that already
      has non-zero insets -- most commonly a window that uses insets to leave space for the borders of the
      window and the menu bar.

      In Section 7, I'll explain how to use components and insets in independent windows that belong to the
      classes Frame and Dialog.


      An Example
      To finish this section, here is an applet that demonstrates various layout managers:

                                                        Sorry, but your browser
                                                         doesn't support Java.

      The applet itself uses a BorderLayout with vertical gaps of 3 pixels. These gaps show up in blue, which
      is the background color of the applet as a whole. The blue border around the edges comes from a
      getInsets() method in the applet. The Center component of the applet is a panel. This panel is set to
      use a CardLayout as its layout manager. The layout contains six cards. Each card is itself another panel
      that contains several buttons. Each card uses a different type of layout manager (several of which are
      extremely stupid choices for laying out buttons).

      The North component of the applet is a Choice menu, which contains the names of the six panels in the
      card layout. The user can switch among the cards by selecting items from this menu. The South component
      of the applet is a Label that displays an appropriate message whenever the user clicks on a button or
      chooses an item from the Choice menu.

      The source code for this applet is in the file LayoutDemo.java. It consists mainly of a long init() method


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      that creates all the buttons, panels, and other components and lays out the applet.


                                       [ Next Section | Previous Section | Chapter Index | Main Index ]




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Java Programing: Section 7.3

      Section 7.3
      Standard Components and Their Events



      THIS SECTION DISCUSSES some of the GUI interface elements that are represented by subclasses of
      Component. It also introduces the event classes and listener interfaces associated with each type of
      component. The treatment here is very brief. I will give some examples of programming with these
      components in the next section.

      The Component class itself defines many useful methods that can be used with components of any type.
      We've already used some of these in examples. Let comp be a variable that refers to any component. Then
      the following methods are available (among many others):
            ●   comp.getSize() is a function that returns an object belonging to the class Dimension. This
                object contains two instance variables, comp.getSize().width and
                comp.getSize().height, that give the current size of the component. One warning: When a
                component is first created, its size is zero. The size will be set later, probably by a layout manager.
                A common mistake is to check the size of a component before that size has been set.
            ●   comp.getParent() is a function that returns a value of type Container. The container is the
                one that contains the component, if any. For a top-level component such as a Window or Applet,
                the value will be null.
            ●   comp.getLocation() is a function that returns the location of the top-left corner of the
                component. The location is specified in the coordinate system of the component's parent. The
                returned value is an object of type Point. An object of type Point contains two instance
                variables, x and y.
            ●   comp.setEnabled(true) and comp.setEnabled(false) can be used to enable and
                disable the component. This is only useful for certain types of components, such as button. When
                a button is disabled, its appearance changes, and clicking on it will have no effect. There is a
                boolean-valued function, comp.getEnabled() that you can call to discover whether the
                component is enabled.
            ●   comp.setVisible(true) and comp.setVisible(false) can be called to hide or show
                the component.
            ●   comp.setBackground(color) and comp.setForeground(color) set the background
                and foreground colors for the component. If no colors are set for a component, it inherits the colors
                of its parent container. The command comp.setFont(font) sets the default font that is used for
                text displayed on the component. (These should work for all components, but might not work
                properly for some of the standard components, depending on the version of Java.)

      There is also an event type associated with components. Whenever a component is hidden, shown, moved,
      or resized, an event belonging to the class ComponentEvent is generated. These events are handled in
      the same way as the mouse and keyboard events that we saw in the previous chapter: If you want to listen
      for a ComponentEvent, you have to implement the ComponentListener interface. This interface
      defines four methods:
                      public       void    componentResized(ComponentEvent evt);
                      public       void    componentMoved(ComponentEvent evt);
                      public       void    componentHidden(ComponentEvent evt);
                      public       void    componentShown(ComponentEvent evt);
      Once you have an object that implements this interface, you must register it with a component by calling
      the component's addComponentListener() method. The parameter, evt, contains a function,
      evt.getComponent(), that returns the Component that generated the event. From this interface, you
      are most likely to use the componentResized() method, which is useful when you want to take some


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      action each time the size of a component is changed.


      For the rest of this section, we'll look at subclasses of Component that represent common GUI
      components. Remember that using any component is a multi-step process. The component object must be
      created with a constructor. It must be added to a container. In many cases, a listener must be registered to
      respond to events from the component. And in some cases, a reference to the component must be saved in
      an instance variable so that the component can be manipulated by the program after it has been created.

      Here is a simple applet that demonstrates several of the components discussed in this section. Across the top
      are a Choice menu, a Checkbox, and a TextField. The rest of the applet shows a large canvas with
      ScrollBars below and to the right. The scroll bars control the color of the display. If you type in the
      TextField and press return, the text you typed will be displayed on the canvas.
                                                        Sorry, but your browser
                                                         doesn't support Java.

      Although this is a rather silly example, it does show how to create and use several types of components.
      You'll find the source code for this example in the file EventDemo.java.


      The Button Class
      An object of class Button is a push button. You've already seen buttons used in the previous chapter, but
      we can use a review of Buttons as a reminder of what's involved in using components, events, and
      listeners. (Some of the methods described here are new.)
            ●   Constructors: The Button class has a constructor that takes a string as a parameter. This string
                becomes the label displayed on the button. For example: stopGoButton = new
                Button("Go")
            ●   Events: When the user clicks on a button, the button generates an event of type ActionEvent.
                This event is sent to any listener that has been registered with the button.
            ●   Listeners: An object that wants to handle events generated by buttons must implement the
                ActionListener interface. This interface defines just one method, "pubic void
                actionPerformed(ActionEvent evt)", which is called to notify the object of an action
                event.
            ●   Registration of Listeners: In order to actually receive notification of an event from a button, an
                ActionListener must be registered with the button. This is done with the button's
                addActionListener() method. For example:
                stopGoButton.addActionListener(buttonHandler)
            ●   Event methods: When actionPerformed(evt) is called by the button, the parameter, evt,
                contains information about the event. This information can be retrieved by calling methods in the
                ActionEvent class. In particular, evt.getActionCommand() returns a String giving the
                command associated with the button. By default, this command is the label that is displayed on the
                button.
            ●   Component methods: There are several useful methods in the Button class. For example,
                stopGoButton.setLabel("Stop") changes the label displayed on the button to "Stop". And
                stopGoButton.setActionCommand("sgb") changes the action command associated to
                this button for action events.

      Of course, Buttons also have all the general Component methods, such as setEnabled() and
      setFont(). The setEnabled() and setLabel() methods of a button are particularly useful for
      giving the user information about what is going on in the program. A disabled button is better than a button
      that gives an obnoxious error message such as "Sorry, you can't click on me now!"


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      The Label Class
      Labels are certainly the simplest type of component. An object of type Label is just a single line of text.
      The text cannot be edited by the user, although it can be changed by your program. The constructor for a
      Label specifies the text to be displayed:

                                 Label message = new Label("Hello World!");
      There is another constructor that specifies where in the label the text is located, if there is extra space. The
      possible alignments are given by the constants Label.LEFT, Label.CENTER, and Label.RIGHT. For
      example,

                     Label message = new Label("Hello World!", Label.CENTER);
      creates a label whose text is centered in the available space. You can change the text displayed in a label by
      calling the label's setText() method:

                                         message.setText("Goodby World!");

      Since the Label class is a subclass of Component, you can use methods such as setForeground()
      with labels. For example:
                 Label message = New Label("Hello World!");
                 message.setForeground(Color.red);   // display red text...
                 message.setBackground(Color.black); //     on a black background...
                 message.setFont(new Font("Serif", Font.BOLD, 18)); // in a bold font



      The Checkbox and CheckboxGroup Classes
      A Checkbox is a component that has two states: checked and unchecked. The user can change the state of
      a check box by clicking on it. The state of a checkbox is represented by a boolean value that is true if
      the box is checked and false if the box is unchecked. A checkbox has a label, which is specified when the
      box is constructed:

                      Checkbox showTime = new Checkbox("Show Current Time");

      Usually, it's the user who sets the state of a Checkbox, but you can also set the state in your program. The
      current state of a checkbox is set using its setState(boolean) method. For example, if you want the
      checkbox showTime to be checked, you would say "showTime.setState(true);". To uncheck the
      box, say "showTime.setState(false);". You can determine the current state of a checkbox by
      calling its getState() method, which returns a boolean value.
      In many cases, you don't need to worry about events from checkboxes. Your program can just check the
      state whenever it needs to know it by calling the getState() method. However, a checkbox does
      generate an event when its state changes, and you can detect this event and respond to it if you want
      something to happen at the moment the state changes. When the state of a checkbox is changed, it generates
      an event of type ItemEvent. The associated listener interface is ItemListener. To receive
      notification of item events from a checkbox, an object must implement the ItemListener interface and
      it must be registered with the checkbox by calling its addItemListener() method. The
      ItemListener interface defines one method, "public void itemStateChanged(ItemEvent
      evt)".



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      For handling ItemEvents, I recommend calling evt.getSource() in the itemStateChanged()
      method to find out which object generated the event. (Of course, if you are only listening for events from
      one component, you don't even have to do this.) The getSource() method can be used with any event
      type, not just ItemEvents. The method evt.getSource() returns the object that generated the event.
      The returned value is of type Object, but you can type-cast it to another type if you want. Once you know
      the object that generated the event, you can ask the object to tell you its current state. For example, if you
      know that the event had to come from one of two checkboxes, cb1 or cb2, then your
      itemStateChanged() method might look like this:
                        public void itemStateChanged(ItemEvent evt) {
                           Object source = evt.getSource();
                           if (source == cb1) {
                              boolean newState = cb1.getState();
                              ... // respond to the change of state
                           }
                           else if (source == cb2) {
                              boolean newState = cb2.getState();
                              ... // respond to the change of state
                           }
                        }


      Closely related to checkboxes are radio buttons. Radio buttons occur in groups. At most one radio button in
      a group can be checked at any given time. In Java, a radio button is just an object of type Checkbox that is
      a member of such a group. An entire group of radio buttons is represented by an object belonging to the
      class CheckboxGroup. The class CheckBoxGroup has methods
                            public void setSelectedCheckbox(Checkbox box);
                            public Checkbox getSelectedCheckbox();
      for selecting one of the checkboxes in the group, and for discovering which box is currently selected. The
      getSelectedCheckbox() method will return null if none of the boxes in the group is currently
      selected.

      To create a group of radio buttons, you should first create an object of type CheckboxGroup. To create
      the individual buttons, use the constructor
                    Checkbox(String label, CheckboxGroup group, boolean state);
      The third parameter of this constructor specifies the initial state of the checkbox. Remember that at most
      one of the checkboxes in the group can have its state set to true. For example:
                        CheckboxGroup colorGroup = new CheckboxGroup();
                        Checkbox red   = new Checkbox("Red", colorGroup, false);
                        Checkbox blue = new Checkbox("Blue", colorGroup, false);
                        Checkbox green = new Checkbox("Green", colorGroup, true);
                        Checkbox black = new Checkbox("Black", colorGroup, false);
      This creates a group of four radio buttons labeled "Red", "Blue", "Green", and "Black". Initially, the third
      button is selected. You still have to add the Checkboxes, individually, to some container. The
      CheckboxGroup itself is not a component and cannot be added to a container. To actually use the buttons
      effectively in your program, you would presumably want to store either the CheckboxGroup object or
      the individual Checkbox objects in instance variables. ItemEvents are generated by each individual
      Checkbox object when its state changes. Again, you can often ignore these events and simply ask the
      CheckboxGroup which Checkbox is selected, whenever you have a need to know. If you do want to
      respond to ItemEvents, you need to register your listener with each of the Checkboxes individually.




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      The Choice Class
      A CheckBoxGroup is one way of allowing the user to select one option from a predetermined set of
      options. The Choice class represents another way of doing the same thing. An object of type Choice,
      however, presents the options in the form of a menu. The menu lists a number of items. Only the selected
      item is displayed. However, when the user clicks on the Choice component, the entire list is displayed,
      and the user can select one of the items from the list. (There are three types of menus in Java: Choice
      menus, pop-up menus, and pull-down menus. Pop-up menus and pull-down menus are not Components.
      I'll discuss pop-up menus later in this section and pull-down menus in Section 7. In fact, Choice
      components are not technically considered to be menus, but it's hard to find another word that adequately
      describes what they do.)

      When a Choice object is first constructed, it initially containes no items. An item is added to the bottom
      of the menu by calling its instance method, add(String). The getItemCount() method returns an
      int that gives the number of items in the list, and the method

                                          public String getItem(int index)

      gets the item in position number index in the list. (Items are numbered starting with zero, not one.) Other
      useful methods are:
                        public      int getSelectedIndex();
                        public      String getSelectedItem();
                        public      void select(int index);
                        public      void select(String itemName);
      These methods serve the obvious purposes (noting that an item can be referred to either by its position in
      the list or by the actual text of the item).

      For example, the following code will create an object of type Choice that contains the options Red, Blue,
      Green, and Black:
                        Choice colorChoice = new Choice();
                        colorChoice.add("Red");
                        colorChoice.add("Blue");
                        colorChoice.add("Green");
                        colorChoice.add("Black");

      The most common way to use a Choice menu is to call its getSelectedIndex() method when you
      have a need to know which item in the menu is currently selected. However, like Checkboxes, Choice
      components generate ItemEvents. You can register an itemListener with the Choice component
      if you want to respond to such events when they occur.


      The List Class
      An object of type List is very similar to a Choice object. However, a List is presented on the screen as
      a scrolling list of items. Furthermore, you can create a List in which it is possible for the user to select
      more than one item in the list at the same time. The constructor for a List object takes the form
                    List(int itemsVisible, boolean multipleSelectionsAllowed);
      The fist parameter tells how many items are visible in the list at one time; if the list contains more than this
      number of items, then the user can use a scroll bar to scroll through the list. The second parameter
      determines whether or not the user can select more than one item in the list at the same time. If you leave
      out the second parameter, multiple selections are not allowed.



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      The List class includes the add(String) method to add an item to the end of the list. You can also add
      an item in a specified position in the list using the add(String,int) method. (Items are numbered
      starting from zero.) The getItemCount() method returns an int giving the number of items in the list.
      The method remove(int) deletes the item at a specified position, while remove(String) removes a
      specified item. The select(int) method can be used to select the item at the specified position in the
      list, and deselect(int) unselects the item.

      If exactly one item in the list is selected, then the method getSelectedIndex() will return the index
      of that item, and getSelectedItem() will return the item itself. However, if no items are selected or if
      more than one item is selected, then getSelectedIndex() will return -1, and getSelectedItem()
      will return null. In that case, you can use the methods getSelectedItems() and
      getSelectedIndexes() to determine which items are selected. (However, these two methods return
      "arrays", which I will not cover until Chapter 8.)

      A List generates events of type ItemEvent, and you can register an ItemListener with a List if
      you want. An ItemEvent is generated whenever an item is selected. In the case of a list that allows
      multiple selections, an ItemEvent is also generated whenever an item is deselected. A List also
      generates an event of type ActionEvent when the user double-clicks on an item. The action command
      associated with such an ActionEvent is the text of the item on which the user double-clicked.


      The TextField and TextArea Classes
      TextFields and TextAreas are boxes where the user can type in and edit text. The difference between
      them is that a TextField contains a single line of editable text, while a TextArea displays multiple
      lines and might include scroll bars that the user can use to scroll through the entire contents of the
      TextArea. (It is also possible to set a TextField or TextArea to be read-only so that the user can
      read the text that it contains but cannot edit the text.)

      Both TextField and TextArea are subclasses of TextComponent, which is itself a subclass of
      Component. The TextComponent class supports the idea of a selection. A selection is a subset of the
      characters in the TextComponent, including all the characters from some starting position to some
      ending position. The selection is hilited on the screen. The user selects text by dragging the mouse over it.
      Some useful methods in class TextComponent include the following. They can, of course, be used for
      both TextFields and TextAreas.
                   public void setText(String newText);  // substitute newText
                                                         //   for current contents
                   public String getText(); // return a copy of the current contents
                   public String getSelectedText(); // return the selected text
                   public select(int start, int end); // change the selected range;
                       // characters in the range start <= pos < end are
                       // selected; characters are numbered starting from zero
                   public int getSelectionStart(); // get starting point of selection
                   public int getSelectionEnd(); // get end point of selection
                   public void setEditable(boolean canBeEdited);
                      // specify whether or not the text in the component
                      // can be edited by the user

      The constructor for a TextField takes the form
                      TextField(int columns);

      where columns specifies the number of characters that should be visible in the text field. This is used to
      determine the width of the text field. (Because characters can be of different sizes, the number of characters
      visible in the text field might not be exactly equal to columns.) You don't have to specify the number of


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      columns; for example, you might want the text field to expand to the maximum size available. In that case,
      you can use the constructor TextField(), with no parameters. You can also use the following
      constructors, which specify the initial contents of the text field:
                      TextField(String contents);
                      TextField(String contents, int columns);

      The constructors for a TextArea are
                      TextArea();
                      TextArea(int lines, int columns);
                      TextArea(String contents);
                      TextArea(String contents, int lines, int columns);

      The parameter lines specifies how many lines of text are visible in the text area. This determines the
      height of the text area. (The text area can actually contain any number of lines; a scroll bar is used to reveal
      lines that are not currently visible.) It is common to use a TextArea as the Center component of a
      BorderLayout. In that case, it isn't useful to specify the number of lines and columns, since the TextArea
      will expand to fill all the space available in the center area of the container.

      The TextArea class adds a few useful procedures to those inherited from TextComponent:
                      public void append(String text);
                            // add the specified text at the end of the current
                            // contents; line breaks can be inserted by using the
                            // special character \n
                      public void insert(String text, int pos);
                            // insert the text, starting at specified position
                      public void replaceRange(String text, int start, int end);
                            // delete the text from position start to position end
                            //    and then insert the specified text in its place

      A TextField generates an ActionEvent when the user presses return while typing in the
      TextField. The TextField class includes an addActionListener() method that can be used to
      register a listener with a TextField. In the actionPerformed() method, the
      evt.getActionCommand() method will return a copy of the text from the TextField. TextAreas
      do not generate action events.


      The ScrollBar Class
      Finally, we come to the ScrollBar class. A ScrollBar allows the user to select an integer value from
      a range of values. A scroll bar can be either horizontal or vertical. It has five parts:




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      The position of the tab specifies the currently selected value. The user can move the tab by dragging it or by
      clicking on any of the other parts of the scroll bar. On some platforms, the size of the tab tells what portion
      of a scrolling region is currently visible. It is actually the position of the bottom or left edge of the tab that
      represents the currently selected value.

      A scroll bar has four associated integer values:
            ●   min, which specifies the starting point of the range of values represented by the scrollbar,
                corresponding to the left or bottom edge of the bar
            ●   max, which specifies the end point of the range of values, corresponding to the right or top edge of
                the bar
            ●   visible, which specifies the size of the tab
            ●   value, which gives the currently selected value, somewhere in the range between min and (max
                - visible).
      These values can be specified when the scroll bar is created. The constructor takes the form
                 Scrollbar(int orientation, int value, int visible, int min, int max);

      The orientation, which specifies whether the scroll bar is horizontal or vertical, must be one of the
      constants Scrollbar.HORIZONTAL or Scrollbar.VERTICAL. The value must be between min and
      (max - visible). You can leave out all the int parameters to get a scroll bar with default values.
      You can set the value of the scroll bar at any time with the method setValue(int). If you want to set
      any of the other parameters, you have to set them all, using
                   public void setValues(int value, int visible, int min, int max);

      Methods getValue(), getVisibleAmount(), getMinimum() and getMaximum() are provided
      for reading the current values of each of these parameters.

      The remaining question is, how far does the tab move when the user clicks on the up-arrow or down-arrow
      or in the page-up or page-down region of a scrollbar? The amount by which the value changes when the
      user clicks on the up-arrow or down-arrow is called the unit increment. The amount by which it changes
      when the user clicks in the page-up or page-down region is called the block increment. By default, both of
      these values are 1. They can be set using the methods:
                      public void setUnitIncrement(int unitIncrement);
                      public void setBlockIncrement(int blockIncrement);
      Let's look at an example. Suppose that you want to use a very large canvas, which is too large to fit on the
      screen. You might decide to display only part of the canvas and to provide scroll bars to allow the user to
      scroll through the entire canvas. Let's say that the actual canvas is 1000 by 1000 pixels, and that you will


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      show a 200-by-200 region of the canvas at any one time. Let's look at how you would set up the vertical
      scroll bar. The horizontal bar would be essentially the same.

      The visible of the scroll bar would be 200, since that is how many pixels would actually be displayed.
      The value of the scroll bar would represent the vertical coordinate of the pixel that is at the top of the
      display. (Whenever the value changes, you have to redraw the display.) The min would be 0, and the
      max would be 1000. The range of values that can be set on the scroll bar is from 0 to 800. (Remember that
      the largest possible value is the maximum minus the visible amount.)

      The page increment for the scroll bar could be set to some value a little less than 200, say 190 or 175. Then,
      when the user clicks in the page-up or page-down region, the display will scroll by an amount almost equal
      to its size. The line increment could be left at 1, but it is likely that this would be too small since it
      represents a scrolling increment of just one pixel. A line increment of 15 might make more sense, since then
      the display would scroll by a more reasonable 15 pixels when the user clicks the up-arrow or down-arrow.
      (Of course, all these values would have to be reset if the display area is resized. Most likely, that would be
      done by listening for ComponentEvents and defining a componentResized() method to adjust the
      values of the scroll bars.)

      A scroll bar generates an event of type AdjustmentEvent whenever the user changes the value of the
      scroll bar. The associated AdjustmentListener interface defines one method,
      "adjustmentValueChanged(AdjustmentEvent evt)", which is called by the scroll bar to
      notify the listener that the value on the scroll bar has been changed. This method should repaint the display
      or make whatever other change is appropriate for the new value. The method evt.getValue() returns
      the current value on the scroll bar. If you are using more than one scroll bar and need to determine which
      scroll bar generated the event, use evt.getSource() to determine the source of the event.


      Pop-up Menus
      Pop-up menus differ from all the components discussed above because they are not components and they
      are not usually visible. The user calls up a pop-up menu by performing some platform-dependent action
      with the mouse. For example, this might mean clicking with the right mouse button or middle mouse
      button, or clicking the mouse while holding down the control key. On my Windows computer with a
      two-button mouse, I have to press both mouse buttons at the same time to call up a pop-up menu.

      Here is an applet that uses a pop-up menu. It's an improved version of an applet you saw in Section 5.4.
      You can place shapes on the drawing area by clicking on the buttons. Once a shape is on the drawing area,
      you can drag it around. A pop-up menu will appear if you click your mouse on a shape, using the
      appropriate action for calling up a pop-up menu on your platform. The menu includes commands for
      changing the color and size of the shape, for deleting the shape, and for moving it to the front of all the
      other shapes. If you select one of the commands, the menu disappears and the command is carried out. Try
      it:

                                                        Sorry, but your browser
                                                         doesn't support Java.

      It's not much more difficult to use pop-up menus in a program than it is to use the above components. A
      pop-up menu generates an ActionEvent when the user selects a command from the menu. The action
      command associated with that event is the label of the menu item that was selected. You can register an
      ActionListener with the menu to listen for commands from the menu.

      A pop-up menu is an object belonging to the class PopupMenu. A newly created pop-up menu is empty.
      Items can be added to the menu with its add(String) method. A separator line can be added with the
      addSeparator() method. (There's a lot more you can do with menu items, if you want to look it up.) If
      pmenu is a pop-up menu, it can be added to a component, comp, by calling comp.add(pmenu).


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      However, this does not make the menu appear on the screen. To make a menu appear, a program has to call
      pmenu.show(comp,x,y). The pop-up menu appears with its upper-left corner at the point (x,y), where
      the coordinates are given in comp's coordinate system.

      The only other question is when to show the menu. It should be shown when the user performs the
      platform-dependent mouse action that is used for calling up pop-up menus -- assuming that the action is
      performed in a context where popping up the menu makes sense. (In the above applet, for example, that
      means only when the user is clicking on a shape). To hear such actions, you have to listen for mouse events
      from the component. A MouseEvent, evt, has a boolean-valued method,
      evt.isPopupTrigger() that you can call to determine whether the user is trying to pop up a menu.
      This could theoretically occur in either the mousePressed or in the mouseReleased method, so you
      should test for the pop-up trigger in both of these methods. The mousePressed method might look
      something like this (mouseReleased would be similar):

                      public void mousePressed(MouseEvent evt) {
                         if (evt.isPopupTrigger()) {
                            int x = evt.getX();
                            int y = evt.getY();
                            ... // Maybe test if it makes sense to show the menu here.
                            pmenu.show(this,x,y); // Assume that "this" is a component
                                                   //   that is listening for its own
                                                   //   mouse events and that pmenu is
                                                   //   the pop-up menu that has been
                                                   //   added to that component.
                         }
                         else {
                            ...// handle a normal mouse click
                         }
                      }
      Note that this method just makes the menu appear on the screen. Any command generated by that menu
      must be handled elsewhere, in an actionPerformed method. The source code for the above applet can
      be found in the file ShapeDrawWithMenu.java. Look there for a realistic example of using pop-up menus.


                                       [ Next Section | Previous Section | Chapter Index | Main Index ]




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      Section 7.4
      Programming with Components



      THE TWO PREVIOUS SECTIONS described some raw materials that are available in the form of layout
      managers and standard GUI components. This section presents some programming examples that make use
      of those raw materials.

      As a first example, let's look at a simple calculator applet. This example demonstrates typical uses of
      TextFields, Buttons, and Labels, and it uses several layout managers. In the applet, you can enter
      two real numbers in the text-input boxes and click on one of the buttons labeled "+", "-", "*", and "/". The
      corresponding operation is performed on the numbers, and the result is displayed in Label at the bottom of
      the applet. If one of the input boxes contains an illegal entry -- a word instead of a number, for example --
      an error message is displayed in the Label.
                                                        Sorry, but your browser
                                                         doesn't support Java.

      When designing an applet such as this one, you should start by asking yourself questions like: How will the
      user interact with the applet? What components will I need in order to support that interaction? What events
      can be generated by user actions, and what will the applet do in response? What data will I have to keep in
      instance variables to keep track of the state of the applet? What information do I want to display to the user?
      Once you have answered these questions, you can decide how to lay out the components. You might want
      to draw the layout on paper. At that point, you are ready to begin writing the program.

      In the simple calculator applet, the user types in two numbers and clicks a button. The computer responds
      by doing a computation with the user's numbers and displaying the result. The program uses two
      TextField components to get the user's input. The TextFields do a lot of work on their own. They
      respond to mouse, focus, and keyboard events. They show blinking cursors when they are active. They
      collect and display the characters that the user types. The program only has to do three things with each
      TextField: Create it, add it to the applet, and get the text that the user has input by calling its
      getText() method. The first two things are done in the applet's init() method. The text from the input
      box is used in an actionPerformed() method, when the user clicks on one of the buttons. When a
      component is created in one method and used in another, we need an instance variable to refer to it. In this
      case, I use two instance variables, xInput and yInput, of type TextField to refer to the input boxes.
      The Label that is used to display the result is treated similarly: A Label is created and added to the
      applet in the init() method. When an answer is computed in the actionPerformed method, the
      Label's setText() method is used to display the answer in the label. I use an instance variable named
      answer, of type Label, to refer to the label.

      The applet also has four Buttons and two more Labels. (The two extra labels display the strings "x ="
      and "y =".) I don't use instance variables for these components because I don't need to refer to them outside
      the init() method.

      The applet as a whole uses a GridLayout with four rows and one column. The bottom row is occupied
      by the Label, answer. The other three rows each contain several components. Each of these rows is
      occupied by a Panel that has its own layout manager. The row that contains the four buttons is a Panel
      that uses a GridLayout with one row and four columns. The Panels that contain the input boxes use
      BorderLayouts. The input box occupies the Center position of the BoarderLayout, with a Label
      on the West. (This example shows that BorderLayouts are more versatile than it might appear at first.)
      All the work of setting up the applet is done in its init() method:

            public void init() {



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                 setBackground(Color.lightGray);

                 /*     Create the input boxes, and make sure that the background
                        color is white. */

                 xInput = new TextField("0");
                 xInput.setBackground(Color.white);
                 yInput = new TextField("0");
                 yInput.setBackground(Color.white);

                 /* Create panels to hold the input boxes and labels "x = " and
                    "y = ". By using a BorderLayout with the TextField in the
                    Center position, the TextField will take up all the space
                    left after the label is given its preferred size. */

                 Panel xPanel = new Panel();
                 xPanel.setLayout(new BorderLayout(2,2));
                 xPanel.add( new Label(" x = "), BorderLayout.WEST );
                 xPanel.add(xInput, BorderLayout.CENTER);

                 Panel yPanel = new Panel();
                 yPanel.setLayout(new BorderLayout(2,2));
                 yPanel.add( new Label(" y = "), BorderLayout.WEST );
                 yPanel.add(yInput, BorderLayout.CENTER);

                 /* Create a panel to hold the four buttons for the four
                    operations. A GridLayout is used so that the buttons
                    will all have the same size and will fill the panel. */

                 Panel buttonPanel = new Panel();
                 buttonPanel.setLayout(new GridLayout(1,4));

                 Button plus = new Button("+");
                 plus.addActionListener(this); // Applet will listen for
                 buttonPanel.add(plus);         //   events from the buttons.

                 Button minus = new Button("-");
                 minus.addActionListener(this);
                 buttonPanel.add(minus);

                 Button times = new Button("*");
                 times.addActionListener(this);
                 buttonPanel.add(times);

                 Button divide = new Button("/");
                 divide.addActionListener(this);
                 buttonPanel.add(divide);

                 /* Create the label for displaying the answer (in red). */

                 answer = new Label("x + y = 0", Label.CENTER);
                 answer.setForeground(Color.red);

                 /* Set up the layout for the applet, using a GridLayout,
                    and add all the components that have been created. */



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                 setLayout(new GridLayout(4,1,2,2));
                 add(xPanel); // (Calls the add() method of the applet itself.)
                 add(yPanel);
                 add(buttonPanel);
                 add(answer);

                 /* Try to give the input focus to xInput, which is the natural
                    place for the user to start. */

                 xInput.requestFocus();

            }    // end init()


      The action of the applet takes place in the actionPerformed() method. The algorithm for this method
      is simple:

                 get the number from the input box xInput
                 get the number from the input box yInput
                 get the action command (the name of the button)
                 if the command is "+"
                    add the numbers and display the result in the label, answer
                 else if the command is "-"
                    subtract the numbers and display the result in the label, answer
                 else if the command is "*"
                    multiply the numbers and display the result in the label, answer
                 else if the command is "/"
                    divide the numbers and display the result in the label, answer

      There is only one problem with this. When we call xInput.getText() and yInput.getText() to
      get the contents of the input boxes, the results are Strings, not numbers. It's possible to convert a
      String to a number. Unfortunately, Java doesn't make it easy. The following code will get the contents of
      the input box, xInput, and convert it to a value of type double:

                      String xStr = xInput.getText();
                      Double d = new Double(xStr);
                      x = d.doubleValue(); // where x is a variable of type double.
      An object belonging to the standard class, Double, contains a value of type double. (Double is called a
      wrapper class. An object of type Double is a wrapper for a value of type double. This class exists
      because a value of type double is not an object, and some contexts require objects. If you want to use a
      double value in such a context, you have to wrap it in an object of type Double.) The constructor "new
      Double(xStr)" converts xStr to a double value and puts it in an object of type Double. The
      function d.doubleValue() gets the numerical value from that object. This is really unnecessarily
      complicated, isn't it? (Things are a little easier for integers. If you want to convert a String, str, to an
      int value, you can say "int N = Integer.parseInt(str)". Integer is the wrapper class for
      values of type int, and parseInt() is a static method in that class. For some reason, there is no
      parseDouble() method in the Double class.)

      The complications are not over. If the string xStr does not contain a legal number, then the constructor
      "new Double(xStr)" generates an error. It is good style to catch this error and display an error
      message to the user. Catching the error requires the try...catch statement, which will be covered in
      Chapter 9. In the meantime, you can see how it's done in the actionPerformed() method from the
      applet. Aside from the difficulty of getting numerical values from the input boxes, the method is
      straightforward:



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            public void actionPerformed(ActionEvent evt) {

                 double x, y;             // The numbers from the input boxes.

                 /* Get a number from the xInput TextField. Use
                    xInput.getText() to get its contents as a String.
                    Convert this String to a double. The try...catch
                    statement will check for errors in the String. If
                    the string is not a legal number, the error message
                    "Illegal data for x." is put into the answer and
                    the actionPerformed() method ends. */

                 try {
                    String xStr = xInput.getText();
                    Double d = new Double(xStr);
                    x = d.doubleValue();
                 }
                 catch (NumberFormatException e) {
                    answer.setText("Illegal data for x.");
                    return; // Break out of the actionPerformed method.
                 }

                 /* Get a number from yInput in the same way. */

                 try {
                    String yStr = yInput.getText();
                    Double d = new Double(yStr);
                    y = d.doubleValue();
                 }
                 catch (NumberFormatException e) {
                    answer.setText("Illegal data for y.");
                    return; // Break out of the actionPerformed method.
                 }

                 /* Perform the operation based on the action command
                    from the button. Note that division by zero produces
                    an error message. */

                 String op = evt.getActionCommand();
                 if (op.equals("+"))
                    answer.setText( "x + y = " + (x+y) );
                 else if (op.equals("-"))
                    answer.setText( "x - y = " + (x-y) );
                 else if (op.equals("*"))
                    answer.setText( "x * y = " + (x*y) );
                 else if (op.equals("/")) {
                    if (y == 0)
                       answer.setText("Can't divide by zero!");
                    else
                       answer.setText( "x / y = " + (x/y) );
                 }

            } // end actionPerformed()
      The complete source code for this applet can be found in the file SimpleCalculator.java. (It contains very


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      little in addition to the two methods shown above.)


      As a second example, let's look more briefly at another applet. In this example, the user manipulates three
      scrollbars to set the red, green, and blue levels of a color. The value of each color level is displayed in a
      label, and the color itself is displayed in a large rectangle:

                                                        Sorry, but your browser
                                                         doesn't support Java.

      The layout manager for the applet is a GridLayout with one row and three columns. The first column
      contains a Panel that uses another GridLayout, which contains three Scrollbars. The second also
      uses a GridLayout to contain three Labels. The third column contains the colored rectangle. The
      component in this column is a Canvas. The displayed color is the background color of the canvas. When
      the user changes the color, the background color of the canvas is changed and the canvas is repainted. This
      is one of the few cases where an object of type Canvas is used, rather than an object belonging to a
      subclass of the Canvas class.

      When the user changes the value on a scrollbar, an event of type AdjustmentEvent is generated. In
      order to respond to such events, the applet implements the AdjustmentListener interface, which
      specifies the method "public void adjustmentValueChanged(AdjustmentEvent evt)".
      The applet registers itself to listen for adjustment events from each scrollbar. The applet has instance
      variables to refer to the scrollbars, the labels, and the canvas. Let's look at the code from the init()
      method for setting up one of the scrollbars, redScroll:
                   redScroll = new Scrollbar(Scrollbar.HORIZONTAL, 0, 10, 0, 265);
                   redScroll.setBackground(Color.lightGray);
                   redScroll.addAdjustmentListener(this);
      The first line constructs a horizontal scrollbar whose initial value is 0. The entire length of the scroll bar
      represents numbers between 0 and 265, as specified by the last two parameters in the constructor. However,
      the tab of the scrollbar takes up 10 units, as specified in the third parameter, so the value of the scrollbar is
      actually restricted to the range from 0 to 255. These are the possible values of a color level. In the second
      line, the background color of the scrollbar is set. On some platforms, all scrollbars are the same color and
      this command is ignored. On other platforms, every component inherits its color from its container, and this
      can look unattractive. The third line registers the applet ("this") to listen for adjustment events from the
      scrollbar.

      In the adjustmentValueChanged() method, the applet must respond to the fact that the user has
      changed the value of one of the scroll bars. The response is to read the values of all the scrollbars, set the
      labels to display those values, and change the color displayed by the canvas. (This is slightly lazy
      programming, since only one of the labels actually needs to be changed. However, there is no rule against
      setting the text of a label to the same text that it is already displaying.)
            public void adjustmentValueChanged(AdjustmentEvent evt) {
                int r = redScroll.getValue();
                int g = greenScroll.getValue();
                int b = blueScroll.getValue();
                redLabel.setText(" R = " + r);
                greenLabel.setText(" G = " + g);
                blueLabel.setText(" B = " + b);
                colorCanvas.setBackground(new Color(r,g,b));
                colorCanvas.repaint(); // Redraw the canvas in its new color.
            } // end adjustmentValueChanged
      The complete source code can be found in the file RGBColorChooser.java.




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      Java's standard component classes are often all you need to construct a user interface. Sometimes, however,
      you need a component that Java doesn't provide. In that case, you can write your own component class,
      building on one of the components that Java does provide. We've already done this, actually, every time
      we've written a subclass of the Canvas class. A Canvas is a blank slate. By defining a subclass, you can
      make it show any picture you like, and you can program it to respond in any way to mouse and keyboard
      events. Sometimes, if you are lucky, you don't need such freedom, and you can build on one of Java's more
      sophisticated component classes.

      For example, suppose I have a need for a "stopwatch" component. When the user clicks on the stopwatch, I
      want it to start timing. When the user clicks again, I want it to display the elapsed time since the first click.
      The display can be done with a Label, and I can define my StopWatch component as a subclass of the
      Label class. A StopWatch object will listen for mouse clicks on itself. The first time the user clicks, it
      will change its display to "Timing..." and remember the time when the click occurred. When the user clicks
      again, it will compute and display the elapsed time. (Of course, I don't necessarily have to define a subclass.
      I could use a regular label in my applet, set the applet to listen for mouse events on the label, and let the
      applet do the work of keeping track of the time and changing the text displayed on the label. However, by
      writing a new class, I have something that is reusable in other projects. I also have all the code involved in
      the stopwatch function collected together neatly in one place. For more complicated components, both of
      these considerations are very important.)

      The StopWatch class is not very hard to write. I need an instance variable to record the time when the
      user started the stopwatch. Times in Java are measured in milliseconds and are stored in variables of type
      long (to allow for very large values). In the mousePressed method, I need to know whether the timer is
      being started or stopped, so I need another instance variable to keep track of this aspect of the component's
      state. There is one more item of interest: How do I know what time the mouse was clicked? The method
      System.currentTimeMillis() returns the current time. But there can be some delay between the
      time the user clicks the mouse and the time when the mousePressed() routine is called. I don't want to
      know the current time. I want to know the exact time when the mouse was pressed. When I wrote the
      StopWatch class, this need sent me on a search in the Java documentation. I found that if evt is an
      object of type MouseEvent, then the function evt.getWhen() returns the time when the event
      occurred. I call this function in the mousePressed() routine.

      The complete StopWatch class is rather short:

             import java.awt.*;
             import java.awt.event.*;

             public class StopWatch extends Label implements MouseListener {

                   private long startTime;                       // Start time of timer.
                                                                 //   (Time is measured in milliseconds.)

                   private boolean running;                      // True when the timer is running.

                   public StopWatch() {
                         // Constructor. First, call the constructor from
                         // the superclass, Label. Then, set the component to
                         // listen for mouse clicks on itself.
                      super(" Click to start timer. ", Label.CENTER);
                      addMouseListener(this);
                   }

                   public void mousePressed(MouseEvent evt) {
                          // React when user presses the mouse.
                          // Start the timer or stop it if it is already running.
                      if (running == false) {


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                                  // Record the time and start the timer.
                               running = true;
                               startTime = evt.getWhen(); // Time when mouse was clicked.
                               setText("Timing....");
                        }
                        else {
                                  // Stop the timer. Compute the elapsed time since the
                                  // timer was started and display it.
                               running = false;
                               long endTime = evt.getWhen();
                               double seconds = (endTime - startTime) / 1000.0;
                               setText("Time: " + seconds + " sec.");
                        }
                   }

                   public      void     mouseReleased(MouseEvent evt) { }
                   public      void     mouseClicked(MouseEvent evt) { }
                   public      void     mouseEntered(MouseEvent evt) { }
                   public      void     mouseExited(MouseEvent evt) { }

             }     // end StopWatch


      Don't forget that since StopWatch is a subclass of Label, you can do anything with a StopWatch that
      you can do with a Label. You can add it to a container. You can set its font, foreground color, and
      background color. You can even set the text that it displays (although this would interfere with its
      stopwatch function).

      Let's look at one more example of defining a custom component. Suppose that -- for no good reason
      whatsoever -- I want a component that acts like a Label except that it displays its text in mirror-reversed
      form. Since no standard component does anything like this, the MirrorLabel class is defined as a
      subclass of Canvas. It has a constructor that specifies the text to be displayed and a setText() method
      that changes the displayed text. The paint() method draws the text mirror-reversed, in the center of the
      component. This uses techniques discussed in Section 1. Information from a FontMetrics object is used
      to center the text in the component. The reversal is achieved by using an off-screen canvas. The text is
      drawn to the canvas, in the usual way. Then the canvas is copied to the screen with the command:
                   g.drawImage(OSC, widthOfOSC, 0, 0, heightOfOSC,
                                   0, 0, widthOfOSC, heightOfOSC, this);

      This is the version of drawImage() that specifies corners of destination and source rectangles. The
      corner (0,0) in OSC is matched to the corner (widthOfOSC,0) on the screen, while
      (widthOfOSC,heightOfOSC) is matched to (0,heightOfOSC). This reverses the image
      left-to-right. Here is the complete class:

             import java.awt.*;

             public class MirrorLabel extends Canvas {

                   // Constructor and methods meant for use public use.

                   public MirrorLabel(String text) {
                         // Construct a MirrorLabel to display the specified text.
                      this.text = text;
                   }

                   public void setText(String text) {

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                           // Change the displayed text. Call invalidate so that
                           // its size will be computed if its container is validated.
                        this.text = text;
                        invalidate(); // (This command will be discussed below.)
                        repaint();
                   }

                   public String getText() {
                         // Return the string that is displayed by this component.
                      return text;
                   }

                   // Implementation.                 Not meant for public use.

                   private String text; // The text displayed by this component.

                   private Image OSC;  // An off-screen canvas holding
                                       //                  the non-reversed text.
                   private int widthOfOSC, heightOfOSC; // Size of off-screen canvas.

                   public void update(Graphics g) {
                         // Redefine update so that it calls paint without erasing.
                      paint(g);
                   }

                   public void paint(Graphics g) {
                         // The paint method makes a new OSC, if necessary. It writes
                         // a non-reversed copy of the string to the OSC, then reverses
                         // the OSC as it copies it to the screen.
                      if (OSC == null || getSize().width != widthOfOSC
                                                 || getSize().height != heightOfOSC) {
                          OSC = createImage(getSize().width, getSize().height);
                          widthOfOSC = getSize().width;
                          heightOfOSC = getSize().height;
                       }
                       Graphics OSG = OSC.getGraphics();
                       OSG.setColor(getBackground());
                       OSG.fillRect(0, 0, widthOfOSC, heightOfOSC);
                       OSG.setColor(getForeground());
                       OSG.setFont(getFont());
                       FontMetrics fm = OSG.getFontMetrics(getFont());
                       int x = (widthOfOSC - fm.stringWidth(text)) / 2;
                       int y = (heightOfOSC + fm.getAscent() - fm.getDescent()) / 2;
                       OSG.drawString(text, x, y);
                       OSG.dispose();
                       g.drawImage(OSC, widthOfOSC, 0, 0, heightOfOSC,
                                       0, 0, widthOfOSC, heightOfOSC, this);
                   }

                   public Dimension getMinimumSize() {
                      return getPreferredSize();
                   }

                   public Dimension getPreferredSize() {
                          // Compute a preferred size that will hold the string plus
                          // a border of 5 pixels.


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                        FontMetrics fm = getFontMetrics(getFont());
                        return new Dimension(fm.stringWidth(text) + 10,
                                                fm.getAscent() + fm.getDescent() + 10);
                   }

             }     // end MirrorLabel


      This class defines the method "public Dimension getPreferredSize()". This method is called
      by a layout manager when it wants to know how big the component would like to be. The size is not always
      respected. For example, in a GridLayout, every component is sized to fit the available space. However,
      in some cases the preferred size is essential. For example, the height of a component in the North or South
      position of a BorderLayout is given by the component's preferred size. Java's standard GUI components
      already define a getPreferredSize() method. But when you define a component as a subclass of
      Canvas, you should include a preferred size method. (You are also supposed to include a
      getMinimumSize() method, but I don't know of any case where the minimum size is actually
      respected.)

      Here is an applet that demonstrates a MirrorLabel and a StopWatch component. The applet uses a
      FlowLayout, so the components are not arranged very neatly. The applet also contains two buttons,
      which are there to illustrate another fine point of programming with components. (Don't forget to try the
      StopWatch!)
                                                        Sorry, but your browser
                                                         doesn't support Java.

      If you click the button labeled "Change Text in this Applet", the text in all the components will be changed.
      However, you will notice that the components don't change size. That won't happen until you click the other
      button. Here's how it works: When you click the button labeled "Validate" or "Do Validation", the applet's
      validate() method is called. The validate() method computes new sizes for components in the
      applet and lays out the applet again. However, it only computes a new size for a component if that
      component has been declared to be "invalid." This is done by calling the component's invalidate()
      method. If you look at the source code for MirrorLabel, you'll see that the setText() method calls
      invalidate(). This means that when the text in a MirrorLabel is changed, the MirrorLable is
      marked as being invalid. The next time the applet is validated, the size of the MirrorLabel will be
      changed. The situation for Java's standard components is not completely clear. On my computer, the
      Buttons change size, but the StopWatch does not. The best programming style requires that when you
      make a change to a component that might require a change in size, you should call the component's
      invalidate() method and call the validate() method of the container that contains the component.
      (In practice, I rarely do this, and only after I see a problem when I run the program.)


      As a final example, we'll look at an applet that does not use a layout manager. If you set the layout manager
      of a container to be null, then you assume complete responsibility for positioning and sizing the
      components in that container. If comp is a component, then the statement
                        comp.setBounds(x, y, width, height);

      puts the top left corner at the point (x,y), measured in the coordinated system of the container that
      contains the component, and it sets the width and height of the component to the specified values. You can
      call the setBounds() method any time you like. (You can even make a component that moves or
      changes size while the user is watching.) If you are writing an applet that has a known, fixed size, then you
      can set the bounds of each component in the applet's init() method. That's what done in the following
      applet, which contains four components: two buttons, a label, and a canvas that displays a checkerboard
      pattern. This applet doesn't do anything useful. The buttons just change the text in the label.

                                                        Sorry, but your browser
                                                         doesn't support Java.

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      In the init() method of this applet, the components are created and added to the applet. Then the
      setBounds() method of each component is called to set the size and position of the component:

            public void init() {

                 setLayout(null);                // I will do the layout myself!

                 setBackground(new Color(0,150,0));                              // Dark green background.

                 /* Create the components and add them to the applet. If you
                    don't add them to the applet, they won't appear, even if
                    you set their bounds! */

                 board = new SimpleCheckerboardCanvas();
                 add(board);

                 newGameButton = new Button("New Game");
                 newGameButton.setBackground(Color.lightGray);
                 newGameButton.addActionListener(this);
                 add(newGameButton);

                 resignButton = new Button("Resign");
                 resignButton.setBackground(Color.lightGray);
                 resignButton.addActionListener(this);
                 add(resignButton);

                 message = new Label("Click \"New Game\" to begin a game.",
                                                                  Label.CENTER);
                 message.setForeground(Color.green);
                 message.setFont(new Font("Serif", Font.BOLD, 14));
                 add(message);

                 /* Set the position and size of each component by calling
                    its setBounds() method. It is assumed that this applet
                    is 330 pixels wide and 240 pixels high. */

                 board.setBounds(20,20,164,164);
                 newGameButton.setBounds(210, 60, 100, 30);
                 resignButton.setBounds(210, 120, 100, 30);
                 message.setBounds(0, 200, 330, 30);
            }
      It's easy, in this case, to get an attractive layout. It's much more difficult to do your own layout if you want
      to allow for changes of size. In that case, you have to respond to changes in the container's size by
      recomputing the sizes and positions of all the components that it contains. One way to do this is by listening
      for ComponentEvents from the container and doing the computations in the componentResized()
      method. However, my real advice is that if you want to allow for changes in the container's size, try to find
      a layout manager to do the work for you.


                                       [ Next Section | Previous Section | Chapter Index | Main Index ]




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      Section 7.5
      Threads, Synchronization, and Animation



      MUST AN APPLET BE COMPLETELY DEPENDENT on events sent from outside to get anything
      done? Can't an applet do something on its own initiative and on its own schedule? Something more like a
      traditional program that just executes a sequence of instructions from beginning to end?

      The answer is yes. The applet can create a thread. A thread represents a thread of control, which
      independently executes a sequence of instructions from beginning to end. Several threads can exist and run
      at the same time. An applet -- or, indeed, any Java program -- can create one or more threads and start them
      running. Each of the threads acts as a little program. The separate threads run independently but they can
      communicate with each other by sharing variables.

      One common use of threads is to do animation. A thread runs continuously while an applet is displayed.
      Several times a second, the thread changes the applet's display. If the changes are frequent enough, and the
      changes small enough, the viewer will perceive continuous motion.

      Programming with threads is called parallel programming because several threads can run in parallel.
      Parallel programming can get tricky when several threads are all using a shared resource. An example of a
      shared resource is the screen. If several threads try to draw to the screen at the same time, it's possible for
      the contents of the screen to become corrupted. Instance variables can also be shared resources. In order to
      avoid problems with shared resources, access to shared resources must be synchronized in some way. Java
      defines a fairly natural and easy way of doing such synchronization. I will discuss it below.

      Note that on most computers, you can't literally have two threads running "at the same time," since there is
      only one processor, which can only do one thing at a time. Only computers with more than one processor
      can literally do more than one thing at a time. However, this does not solve the synchronization problem on
      single-processor computers! A single-processor computer simulates multiprocessing by switching rapidly
      from thread to thread. Without proper synchronization, a thread can be interrupted at any time to let another
      thread run, and this can cause problems. Suppose, for example that a thread reads the value of an important
      variable just before it is interrupted. After the thread resumes, it makes a decision based on the value it just
      read. The problem is that, without proper synchronization, some other thread might have butted in and
      changed the value of the variable in the meantime! The decision that the thread makes is based on a value
      that is no longer necessarily valid. Synchronization can be used to make sure this doesn't happen.

      Even if an applet creates only one thread, there will still be two threads running in parallel, since there is
      always a user interface thread that monitors user actions and feeds events to the applet. What happens if the
      thread is trying to draw something at the same time that the user changes the size of the applet? What if one
      thread is drawing to an off-screen image at the same time another thread is copying that image to the
      screen? These are synchronization problems. So, even in the simple case of an apple that creates a single
      thread, synchronization can be an issue.


      In Java, a thread is just an object of type Thread. The class Thread is defined in the standard package
      java.lang. A thread object must have a subroutine to execute. That subroutine is always named run(),
      but there are two different places where the run() method might be located, depending on how the thread
      is programmed.

      The Thread class itself defines a run() method, which doesn't do anything. One way to make a useful
      thread is to define a subclass of Thread and override the run() method in your subclass to make it do
      something useful.

      A second way to program a thread -- and the only one I will use for the time being -- is to create a class that


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      implements the interface called Runnable. This interface defines one method, "public void
      run()". (To implement this interface means to declare that the class "implements Runnable" and to
      define the method "public void run()" in the class.) A thread can be constructed from an object of
      type Runnable. When such a thread is run, it executes the run() method from the Runnable object.
      I'll give an example of all this in just a moment. The advantage of defining a thread in this way is that the
      run() method has access to all the instance variables of the object, so that the thread will be able to read
      and change the values of those variables. (A disadvantage is that throwing a run() method into a class can
      completely muddle the clear division of responsibilities that should be the hallmark of object-oriented
      programming. The run() method is logically part of the Thread object, but it is physically part of the
      Runnable object. Keep this in mind: It's best to think of the run() method as a separate entity.)

      Suppose that runnableObject is an object that implements Runnable. And suppose that runner is a
      variable of type Thread. Then the statement

                                      runner = new Thread(runnableObject);

      creates a thread that can execute the run() method of runnableObject. However, the thread does not
      automatically start running. To get it to run, you have to call its start() method:

                                                         runner.start();

      The thread will then begin executing the run() method. At the same time, the rest of your program
      continues to execute. The thread continues until it reaches the end of the run() method. At that point it
      "dies" and cannot be restarted or reused. If you want to execute the same run() method again, you have to
      create a new thread to do it. You can check whether a thread is still alive by calling its isAlive()
      method, which returns a boolean value:

                                              if (runner.isAlive()) . . .

      (Note: it is possible to kill a thread before it finishes normally by calling its stop() method. However, use
      of this method is discouraged since it is error-prone, and I will avoid it entirely.)


      As we work through a few examples in the rest of this section, I'll be introducing several important new
      ideas. One of the ideas has to do with managing the state of an applet. The state of an applet consists of its
      instance variables. The state determines how the applet will respond when its methods are called. Managing
      the state means determining how and when the state should change. In many cases, it also means making
      the state of the applet apparent to the user, so the user isn't surprised or frustrated by the applet's behavior.
      One way to make the state of the applet apparent is to disable a button whenever clicking on that button
      would make no sense. Recall that a button, bttn, can be disabled with the command
      "bttn.setEnabled(false);", and it can be enabled with "bttn.setEnabled(true);".
      Let's look at the first example. When you click on the button in the following applet, a thread is created that
      blinks the color of the message from red to green and back again several times. Note that the button is
      disabled while the message is blinking:

                                                        Sorry, but your browser
                                                         doesn't support Java.

      The source code for this applet begins with the lines:

                 public class BlinkingHelloWorld1 extends Applet
                                          implements ActionListener, Runnable {

                      ColoredHelloWorldCanvas canvas; // Canvas that displays the message



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                      Button blinkBttn;                 // The "Blink at Me" button.

                      Thread blinker;               // A thread that cycles the message colors.


      In this example, the applet class itself implements Runnable. (There is nothing special about applets in
      this regard. Any class can implement Runnable. It might be useful, for example, to have a Runnable
      canvas.) Later in the source code, the thread will be created with the command "blinker = new
      Thread(this);", where this refers to the applet object itself. This means that the thread we create
      will execute whatever run() method is defined in the BlinkingHelloWorld1 class. Let's think about
      what we want this thread to do. (This is just like designing a small program.) We want the thread to blink
      the color of the message. We'll also give the thread the responsibility of disabling and enabling the button,
      since that way we can be sure that the button will be disabled just as long as the message is blinking. A
      pseudocode version of the run method would be:
                            disable the blinkBttn
                            set the text color to                 green
                            pause for a while
                            set the text color to                 red
                            pause for a while
                            set the text color to                 green
                            pause for a while
                            set the text color to                 red
                            pause for a while
                            set the text color to                 green
                            pause for a while
                            set the text color to                 red
                            enable the blinkBttn
      The pauses are necessary since otherwise the blinking would go by much too fast to see. Unfortunately, for
      technical reasons, getting a thread to pause requires a try...catch statement, which will not be covered
      until Chapter 9. For the time being, I will just give you a subroutine that can be called by a thread to insert a
      pause in its execution:
                            void delay(int milliseconds) {
                                  // Pause for the specified number of milliseconds,
                                  // where 1000 milliseconds equal one second.
                               try {
                                  Thread.sleep(milliseconds);
                               }
                               catch (InterruptedException e) {
                               }
                            }

      Using this subroutine and a setTextColor() routine from the ColoredHelloWorldCanvas class,
      the applet's run() method becomes:
                            public void run() {
                               blinkBttn.setEnabled(false);
                               canvas.setTextColor(Color.green);
                               delay(300);
                               canvas.setTextColor(Color.red);
                               delay(300);
                               canvas.setTextColor(Color.green);
                               delay(300);
                               canvas.setTextColor(Color.red);
                               delay(300);
                               canvas.setTextColor(Color.green);


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                                 delay(300);
                                 canvas.setTextColor(Color.red);
                                 blinkBttn.setEnabled(true);
                            }

      The blinker thread, which executes this run method, has to be created and started when the user clicks
      the "Blink at Me!" button. This is done in the applet's actionPerformed() method, which is called
      when the user clicks the button:
                            public void actionPerformed(ActionEvent evt) {
                               if ( blinker == null || (blinker.isAlive() == false) ) {
                                  blinker = new Thread(this);
                                  blinker.start();
                               }
                            }

      This routine creates and starts a thread. That thread executes the above run() method, which blinks the
      text several times. When the run method ends, the thread dies.

      I only want one of these threads to be running at a time. To be sure of this, before creating the new thread, I
      test whether another thread already exists and is running. Since the button is disabled while a thread is
      running, this test might seem unnecessary. However, it's usually better to test a condition rather than just
      assume it's true. And in this case, it's just possible that the user might manage to click the button a second
      time before the first thread gets started.

      The complete source code for this example can be found in the file BlinkingHelloWorld1.java.


      In the previous example, the thread that was created ran for only a short time, until it had run through all the
      instructions in its run() method. In many cases, though, we want a thread to run over an extended period.
      Often a thread that is created by an applet should run as long as the applet itself exists. Before working with
      such threads, though, you need to know more about an applet's life cycle.

      An applet, just like any other object, has a "life cycle." It is created, it exists for a time, and it is destroyed.
      The Applet class defines an init() method, which is called just after the applet is created. There are
      other methods in the Applet class which are called at other points in an applet's life cycle. A programmer
      can provide definitions of these methods if there are tasks that the programmer would like to have executed
      at those points in the applet's life cycle.

      Just before an applet object is destroyed, the method "public void destroy()" is called to give the
      applet a chance to clean up before it ceases to exist. Because of Java's automatic garbage collection, a lot of
      cleanup is done automatically. There are a few cases, however, where destroy() might be useful. In
      particular, if the applet has created any threads, those threads should almost certainly be stopped before the
      applet is destroyed. The destroy() method is a natural place to do this. As another example, it is
      possible for an applet to create a separate window on the screen. The applet's destroy method could close
      such a window so it doesn't hang around after the applet no longer exists.

      An applet also has methods "public void start()" and "public void stop()". These play
      similar roles to init() and destroy(). However, while init() and destroy() are each called
      exactly once during the life cycle of an applet, start() and stop() can be called many times. The
      start() method is definitely called by the system at least once when the applet object is first created, just
      after the init() method is called. The stop() method will definitely be called at least once, before the
      applet is destroyed. In addition to these calls, the system can choose to stop the applet by calling its
      stop() method at any time and then later restart it by calling its start() method again. For example, a
      Web browser will typically stop an applet if the user leaves the page on which the applet is displayed, and
      will restart it if the user returns to that page. An applet that has been stopped will not receive any other
      events until it has been restarted.


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      It is not always clear what initialization should be done in init() and what should be done in start().
      Things that only need to be done once should ordinarily be done in init(). If the applet creates a separate
      thread to carry out some task, it is reasonable to start that thread in the start() method and stop it in the
      stop() method. If the applet uses a large amount of some computer resource such as memory, it might be
      reasonable for it to allocate that resource in its start() method and release it in its stop() method, so
      that the applet will not be hogging resources when it isn't even running. On the other hand, sometimes this
      is impossible because the applet needs to retain the resource for its entire lifetime.


      The next example creates a thread that runs until the user clicks on a button, or until the applet itself is
      stopped:

                                                        Sorry, but your browser
                                                         doesn't support Java.

      When you click on the "Blink!" button, the message starts cycling between two colors. The name of the
      "Blink!" button changes to "Stop!". Clicking on the "Stop!" button will stop the blinking. (The command
      that changes the name of the button, blinkBttn, to "Stop!" is blinkBttn.setLabel("Stop!").
      This is another case of changing the appearance of the applet when it changes state in order to help the user
      understand what is going on.) The other two buttons can be used at any time to set the colors that are used
      for the blinking message. Recall that the blinking is handled by one thread while the button events are
      handled by a separate user interface thread, so in this example you really do get to see two threads operating
      in parallel.

      The run() method for this example has a while loop that makes it blink the text over and over. The
      interesting question is how to get the loop to end and the thread to stop running when the user clicks the
      "Stop!" button. The answer is to use a shared instance variable for communication between the thread and
      the applet. The thread tests the value of the variable and keeps running as long as the variable has a certain
      value. When the user clicks on the "Stop!" button, the applet changes the value of the variable. The thread
      sees this change and responds by exiting from its run() method and dying.

      I tend to use a variable named status for this type of communication. It's a good idea, for the sake of
      readability, to use named constants as the possible values of status. For this example, the status
      information that I need is whether the thread should continue or should end. I use constants named GO and
      TERMINATE to represent these two possibilities. The thread continues running as long as the value of
      status is GO. It ends when the value of status changes to TERMINATE. To implement this, the applet
      includes the following instance variables:

            private final static int GO = 0,                                           // For use as values of status.
                                     TERMINATE = 1;

            private volatile int status; //                         This is used for communication between
                                         //                         the applet and the thread. The value is
                                         //                         set by the applet to tell the thread what
                                         //                         to do. When the applet wants the thread
                                         //                         to terminate, it sets the value of status
                                         //                         to TERMINATE.

      (The word volatile is a new modifier that has to do with communication between threads. It should be
      used on a variable whose value is set by one thread and read by another. The somewhat technical reason is
      this: If a variable is not declared to be volatile, then on some computers, when one thread changes the
      value of the variable, other threads might not immediately see the new value. This is another type of
      synchronization problem. Later in this section, I'll mention "synchronized" methods and statements.
      Variables that are accessed only in synchronized methods and statements don't have to be declared
      volatile.)


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      The idea is for the thread to run just so long as the value of status is GO. The thread's run() method
      tests the value of status in a while loop, which continues only so long as status == GO. Note that
      the value of status must be set equal to GO before the thread is started, since otherwise the run()
      method would finish immediately. When the user clicks on the "Blink!" button, the following commands
      are executed to start the thread:
                            runner = new Thread(this);
                            status = GO;
                            runner.start();
      In addition to blinking the text, the thread is also responsible for changing the label on the button. Here is
      the entire run() method for the thread:

                            public void run() {
                               blinkBttn.setLabel("Stop!");
                               while (status == GO) {
                                  waitDelay(300);
                                  changeColor();
                               }
                               blinkBttn.setLabel("Blink!");
                            }

      Here, the waitDelay() method imposes a delay of 300 milliseconds, while changeColor() changes
      the color of the displayed message. Both these methods are defined elsewhere in the applet.

      The thread is started and stopped in the actionPerformed() method, in response to the user clicking
      on the Blink/Stop button. When the user clicks "Stop!", the value of status is set to TERMINATE. The
      thread sees this value and stops. But we have to be careful. What if the user never clicks on "Stop!"? We
      should be careful not to leave the thread running after the applet is destroyed. An applet that creates
      threads that might otherwise run forever should make sure to terminate them, either in its stop() method
      or in its destroy() method. In this example, I use the stop() method to stop the thread by setting
      status to TERMINATE. The stop() method will be called by the system if you close the window that
      displays this page or follow a link to another page (or, in Netscape, if you just resize the page). So, if you
      start the message blinking, go to another page, and then return to this one, the blinking should be stopped.


      In the second blinking hello world applet, there are two reasons why the color of the message might change:
      because the runner thread changes it or because the user clicks on the "Red/Green" button or the
      "Black/Blue" button. These two reasons are handled by two different threads. The variables that record the
      current color are resources that are shared by two threads. When a thread is accessing a shared resource, it
      usually needs exclusive access to that resource, so that no other thread can butt in and access the resource at
      the same time. In Java, exclusive access is implemented using synchronized methods and synchronized
      statements. A method is declared to be synchronized by adding the synchronized modifier to its
      definition. Here, for example, is the method that is called by the runner thread to change the color of the
      message:
                   synchronized void changeColor() {
                          // Change from first to second color or vice versa.
                       if (showingFirstColor) {
                             // Change to showing second color.
                          showingFirstColor = false;
                          if (useRedAndGreen)
                             canvas.setTextColor(Color.green);
                          else
                             canvas.setTextColor(Color.blue);
                       }


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                          else {
                                  // Change to showing first color.
                               showingFirstColor = true;
                               if (useRedAndGreen)
                                  canvas.setTextColor(Color.red);
                               else
                                  canvas.setTextColor(Color.black);
                         }
                   }    // end changeColor()

      The other method that can change the color of the text is the actionPerformed() method, which is
      called by the user interface thread when the user clicks on one of the buttons. Like the changeColor()
      method, the actionPerformed() method is declared to be synchronized. This means that all the
      code that does color changes is contained inside synchronized methods. Therefore, only one of the
      color-change processes can be running at any given time, and there is no possibility of their interfering with
      each other.

      Here, briefly, is how such synchronization is implemented in Java: Every object in Java has an associated
      lock. The lock can be "held" by a thread, but only one thread can hold the lock at a given time. The rule is
      that in order to execute a synchronized method in an object, a thread must obtain that object's lock. If the
      lock is already held by another thread, then the second thread must wait until the first thread releases the
      lock. If all access to a shared resource takes place inside methods that are synchronized on the same object,
      then each thread that accesses the resource has exclusive access.

      When a resource is only used in part of a method, it's not necessary to make the entire method
      synchronized. A single statement can be synchronized. The synchronized statement takes the form
                          synchronized( object ) {
                             statements
                          }
      (The synchronized statement, for some unknown reason, requires the braces { and } even if they contain
      just a single statement.) To execute the statements, a thread must first obtain the lock belonging to the
      specified object. Often, you will say "synchronized(this)" to synchronize on the same object that
      contains the method. However, it is also possible to synchronize on another object's lock.

      What could go wrong in the sample applet if the methods were not synchronized? For example: When the
      blinker thread executes this statement:
                        if (useRedAndGreen)
                           canvas.setTextColor(Color.green);
                        else
                           canvas.setTextColor(Color.blue);

      it is possible that just after the thread tests the value of useRedAndGreen, the other thread butts in and
      changes the value of useRedAndGreen. Then the blinker thread resumes and changes the text color
      based on the value of useRedAndGreen that it saw. However, that value is no longer valid, and the
      thread changes the text to an incorrect color. The state of the applet has become inconsistent. The variables
      say the color should be one thing, but the actual color is different. It's not a big deal here, but there are cases
      where something like this -- even if it happens very, very rarely -- could be a really big deal.

      The complete source code for this example is in the file BlinkingHelloWorld2.java.


      In the rest of this section, I will try to explain the most advanced aspect of synchronization, the wait()
      and notify() methods. These methods are defined in the Object class, and so they can be used with
      any object. In order to legally call an object's wait() method, a thread must hold that object's lock. So
      wait() is usually called only in synchronized methods and statements.

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      A thread calls an object's wait() method when it wants to wait for some event to occur. (While it is
      waiting, it releases its hold on the lock, so that other threads can run.) Some other thread must call the same
      object's notify() method when the event occurs. When an object's notify() method is called, any
      threads that are waiting on that object will wake up and can continue. Obviously, this requires close
      coordination between several threads, which means very careful programming.

      If notify() is never called, it's possible that a waiting thread might wait forever. You can avoid this with
      good programming, but you can also put a time limit on how long the thread will wait. This is done by
      passing a parameter to the wait() method specifying the maximum number of milliseconds that the
      thread will wait. If notify() has not been called by the end of that time period, the thread will wake up
      anyway.

      As with an earlier example on this page, use of the wait() method requires a try...catch statement.
      Here are two methods that can be called to wait indefinitely or for a specified time period:
                      synchronized void waitDelay(int milliseconds) {
                            // Pause for the specified number of milliseconds OR
                            // until the notify() method is called by some other thread.
                         try {
                            wait(milliseconds);
                         }
                         catch (InterruptedException e) {
                         }
                      }

                      synchronized void waitDelay() {
                            // Pause until the notify() method is called
                            // by some other thread.
                         try {
                            wait();
                         }
                         catch (InterruptedException e) {
                         }
                      }
      The first of these can be used as a kind of interruptable delay. A thread that calls it will pause for the
      specified number of milliseconds, unless a call to notify() occurs in the meantime. I use this
      waitDelay() method in the run() method of the BlinkingHelloWorld2 applet. Whenever I set
      the status variable in that applet to TERMINATE, I call notify(). If the thread is in the middle of a
      waitDelay(), this will wake it up. Suppose you click on the "Stop!" button just after the runner thread
      calls waitDelay(300). Because of the call to notify(), the runner thread wakes up and terminates
      immediately, instead of continuing to sleep for 300 milliseconds before terminating. This avoids a
      noticeable delay between the time you click on the button and the time that its name changes back to
      "Blink!". However, this is still a pretty trivial use of wait() and notify(). The final example in this
      section shows how to use them in a non-trivial way. It also provides an example of using an off-screen
      canvas to do smooth animation. Here's the last "Hello World" you'll see in these notes:

                                                        Sorry, but your browser
                                                         doesn't support Java.

      The complete source code for this applet can be found in the file ScrollingHelloWorld.java. I'll only look at
      a few aspects of it here.

      The thread that animates this applet runs continually as long as this page is visible. The thread is created
      when the applet is first started, and it is stopped when the applet is destroyed. However, during periods
      when the applet is stopped, the thread is not actively running. It is just waiting to be notified when the


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      applet is restarted. This behavior is programmed using the applet's wait() and notify() methods.

      The runner thread in this applet has three possible statuses: GO to tell it to run the animation;
      TERMINATE to tell it to terminate because the applet is about to be destroyed; and SUSPEND to tell it that
      the applet has been stopped, and that it should go to sleep and wait for the applet to be restarted. The
      applet's start() method sets the status to GO. If the thread does not yet exist, it is created and started.
      Otherwise, the existing thread is notified that the value of status has changed. This will wake up a thread
      that has been put to sleep by a previous call to stop():
                      synchronized public void start() {
                            // Called when the applet is being started or restarted.
                            // Create a new thread or restart the existing thread.
                         status = GO;
                         if (runner == null || ! runner.isAlive()) {
                                // Thread doesn't yet exist or has died for some reason.
                            runner = new Thread(this);
                            runner.start();
                         }
                         else {         // Another thread exists and is still alive, but
                            notify();   //   is presumably sleeping. Wake it up.
                         }
                      }

      The stop() and destroy methods merely change the value of status and notify the thread that the value
      has changed:
                      synchronized public void stop() {
                            // Called when the applet is about to be stopped.
                            // Suspend the thread.
                         status = SUSPEND;
                         notify();
                      }

                      synchronized public void destroy() {
                            // Called when the applet is about to be permanently
                            // destroyed. Stop the thread.
                         status = TERMINATE;
                         notify();
                      }

      The run() method for this example uses the following while loop to run the animation:
                      while (status != TERMINATE) {
                         synchronized(this) {
                            while (status == SUSPEND)
                               waitDelay();
                         }
                         if (status == GO)
                            nextFrame();
                         if (status == GO)
                            waitDelay(250);
                      }

      This loop is repeated until status becomes equal to TERMINATE. The synchronized statement in this
      loop,
                           synchronized(this) {
                              while (status == SUSPEND)
                                 waitDelay();


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                           }

      causes the thread to pause as long as the status is SUSPEND. It's good practice here to use a while
      statement rather than an if statement, since in general notify() could be called for several different
      reasons. Just because notify() has been called, it doesn't necessarily mean that the value of status has
      changed from SUSPEND to something else.
      You might wonder why this is synchronized. If it were not synchronized, the following sequence of events
      would be possible: (1) The runner thread finds that the value of status is SUSPEND and decides to call
      waitDelay(); (2) some other thread butts in, changes the value of status and calls notify(); (3)
      the runner thread resumes and calls waitDelay() after notify() has already been called. Then the
      waitDelay() will cause the thread to wait for a notify() that has already occurred and is not going to
      occur again. This would be a minor disaster: The animation will not properly restart, or the thread will not
      properly terminate. Again, in other circumstances, the disaster could be major.


                                       [ Next Section | Previous Section | Chapter Index | Main Index ]




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      Section 7.6
      Nested Classes and Adapter Classes



      A CLASS SEEMS LIKE IT SHOULD BE a pretty important thing. A class is a high-level building block
      of a program, representing a potentially complex idea and its associated data and behaviors. I've always felt
      a bit silly writing tiny little classes that exist only to group a few scraps of data together. However, such
      trivial classes are often useful and even essential. Fortunately, in Java, I can ease the embarrassment,
      because one class can be nested inside another class. My trivial little class doesn't have to stand on its own.
      It becomes part of a larger more respectable class. This is particularly useful when you want to create a little
      class specifically to support the work of a larger class. And, more seriously, there are other good reasons for
      nesting the definition of one class inside another class.

      In Java, a nested or inner class is any class whose definition is inside the definition of another class. Inner
      classes can be either named or anonymous. I will come back to the topic of anonymous classes later in this
      section. A named inner class looks just like any other class, except that it is nested inside another class. (It
      can even contain further levels of nested classes, but you shouldn't carry these things too far.)

      Like any other item in a class, a named inner class can be either static or non-static. A static nested class is
      part of the static structure of the containing class. It can be used inside that class to create objects in the
      usual way. If it has not been declared private, then it can also be used outside the containing class, but when
      it is used outside the class, its name must indicate its membership in the containing class.

      For example, suppose a class named WireFrameModel represents a set of lines in three-dimensional
      space. (Such models are used to represent three-dimensional objects in graphics programs.) Suppose that
      the WireFrameModel class contains a static nested class, Line, that represents a single line. Then,
      outside of the class WireFrameModel, the Line class would be referred to as
      WireFrameModel.Line. Of course, this just follows the normal naming convention for static members
      of a class. The definition of the WireFrameModel class with its nested Line class would look, in
      outline, like this:
                            public class WireFrameModel {

                                 . . . // other members of the WireFrameModel class

                                 static public class Line {
                                       // Represents a line from the point (x1,y1,z1)
                                       // to the point (x2,y2,z2) in 3-dimensional space.
                                    double x1, y1, z1;
                                    double x2, y2, z2;
                                 } // end class Line

                                 . . . // other members of the WireFrameModel class

                            } // end WireFrameModel

      Inside the WireframeModel class, a Line object would be created with the constructor "new
      Line()". Outside the class, "new WireFrameModel.Line()" would be used.
      A static nested class has full access to the members of the containing class, even to the private members.
      This can be another motivation for declaring a nested class, since it lets you give one class access to the
      private members of another class without making those members generally available to other classes.

      When you compile the above class definition, two class files will be created. Even though the definition of
      Line is nested inside WireFrameModel, the compiled Line class is stored in a separate file. The name


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      of the class file for Line will be WireFrameModel$Line.class.
      To understand non-static nested classes, you have to stretch your mind a bit. Non-static members of a class
      are not really part of the class itself. This is just as true for non-static nested classes as it is for any other
      non-static part of a class. The non-static members of a class specify what will be contained in objects that
      are created from that class. The same is true -- at least logically -- for non-static nested classes. It's as if
      each object that belongs to the containing class has its own copy of the nested class. For example, from
      outside the containing class, a non-static nested class has to be referred to as
      objectName.NestedClassName, rather than as ContainingClassName.NestedClassName. The non-static
      nested class cannot be used in the static methods of the containing class. It can, of course, be used in the
      non-static methods of the containing class -- and in that case, what's being used is really the copy of the
      nested class associated with the "this" object in that method, as if you had said
      "this.NestedClassName".
      In order to create an object that belongs to a non-static nested class, you must first have an object that
      belongs to the containing class. The nested class object is permanently associated with the containing class
      object, and it has complete access to the members of the containing class object. Looking at an example will
      help. Here is a simple applet that shows four randomly colored squares. Each square is a Canvas object.
      The applet runs a thread that every so often picks one of the squares and changes its color:

                                                         Sorry, but your browser
                                                          doesn't support Java.

      The thread in this applet could have been programmed by declaring that the applet class "implements
      Runnable" and adding a run() method to the class. Instead of doing it that way, however, I decided to
      define a non-static nested class to represent the thread object. The nested class is a subclass of the Thread
      class, and it has its own run() method. Because of the nesting, the thread object has access to the instance
      variables of the applet object, so communication between the thread and the applet is no problem. Here's the
      full definition of the applet class.

                 public class RandomColorGrid extends Applet {

                      ColorSwatchCanvas canvas0, canvas1, canvas2, canvas3;
                          // Canvases to be displayed in applet. (The definition
                          // of the ColorSwatchCanvas class will be given below.)

                      Thread runner;                //    A thread that randomly changes the color
                                                    //    of a canvas every so often. Note that all
                                                    //    synchronization in this applet is
                                                    //    done on the Thread object.

                      volatile int status; // Status variable for controlling the thread.

                      final static int GO = 0,                                    // Possible values for status.
                                       SUSPEND = 1,
                                       TERMINATE = 2;


                      class Runner extends Thread {

                               // The runner for the RandomColorGrid canvas will be an
                               // object belonging to this nested class.

                            public void run() {
                                  // Run method picks a random canvas, changes it's color,
                                  // waits for a random time between 30 and 3029


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                                  // milliseconds, and then repeats this process
                                  // indefinitely.
                               while (status != TERMINATE) {
                                  synchronized(this) {
                                       // As long as applet is stopped, don't do anything.
                                     while (status == SUSPEND)
                                        try { wait(); }
                                        catch (InterruptedException e) { }
                                  }
                                  switch ( (int)(4*Math.random()) ) {
                                     case 0: canvas0.randomColor(); break;
                                     case 1: canvas1.randomColor(); break;
                                     case 2: canvas2.randomColor(); break;
                                     case 3: canvas3.randomColor(); break;
                                  }
                                  synchronized(this) { // delay for a bit
                                    try { wait( (int)(3000*Math.random() + 30) ); }
                                    catch (InterruptedException e) { }
                                  }
                               }
                            } // end run()

                      } // end nested class Runner


                      public void init() {
                            // Initialize the applet. Create 4 ColorSwatchCanvasses
                            // and arrange them in a horizontal grid.
                         setBackground(Color.black);
                         setLayout(new GridLayout(1,0,2,2));
                         canvas0 = new ColorSwatchCanvas();
                         canvas1 = new ColorSwatchCanvas();
                         canvas2 = new ColorSwatchCanvas();
                         canvas3 = new ColorSwatchCanvas();
                         add(canvas0);
                         add(canvas1);
                         add(canvas2);
                         add(canvas3);
                      }

                      public Insets getInsets() {
                           // Put a 2-pixel black border around the applet.
                         return new Insets(2,2,2,2);
                      }

                      public void start() {
                            // Applet is being started or restarted. Create a
                            // thread or tell the existing thread to restart.
                         status = GO;
                         if (runner == null || ! runner.isAlive()) {
                            runner = new Runner();
                            runner.start();
                         }
                         else {
                            runner.notify();
                         }


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                      }

                      public void stop() {
                            // Applet is about to be stopped.                         Tell thread to suspend.
                         synchronized(runner) {
                            status = SUSPEND;
                            runner.notify();
                         }
                      }

                      public void destroy() {
                            // Applet is about to be destroyed.
                            // Tell thread to terminate.
                         synchronized(runner) {
                            status = TERMINATE;
                            runner.notify();
                         }
                      }

                 }    // end class RandomColorGridApplet


      This is actually a cleaner way of programming threads than willy-nilly declaring all kinds of objects to be
      Runnable.
      Note, by the way, how I did the synchronization in this example. Synchronization only works if all
      concerned threads are synchronized on the same object. In the run() method, synchronization is done on
      "this", which refers to the thread object. If I had simply declared start(), stop(), and destroy()
      to be synchronized methods, they would be synchronized on the applet object, not the thread object, which
      would do me no good at all. So instead, I use a synchronized statement to synchronize on the thread
      object, runner.

      The use of the special variable, this, in the run() method raises another issue. When used in the
      Runner class, this refers to the object of type Runner. What about the RandomColorGridApplet
      object that is associated with the thread? Is there any way to refer to the applet object? Yes, but it's a little
      clumsy. Inside the nested Runner class, the applet object that is associated with the thread object, this, is
      referred to as RandomColorGridApplet.this.


      Event-handling is an even more natural application of nested classes. Instead of adding the responsibility of
      listening for events onto an object that already has some other well-defined responsibility, you can create an
      object belonging to a nested class that has handling certain events as its one-and-only, clearly-defined
      responsibility. Since the event-handling object belongs to a nested class, it has access to any data and
      methods that it needs from the containing class.

      Here is an outline of how you could use a nested class to handle action events from a button:
                          public class MyApplet extends Applet {

                               class ButtonHandler implements ActionListener {
                                   public void actionPerformed(ActionEvent evt) {
                                      . . . // Handle the action event.
                                            // (This method has full access to all
                                            // the members of the MyApplet class.)
                                   }
                               } // end nested class ButtonHandler



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                               public void init() {
                                  ButtonHandler handler = new ButtonHandler();
                                  Button bttn = new Button("Do It!");
                                  bttn.addActionListener(handler);
                                  . . . // other initialization
                               }

                               . . . // other members of MyApplet

                          } // end class MyApplet



      Some of the listener interfaces, such as MouseListener and ComponentListener, include a lot of
      methods. The rules for interfaces say that when a class implements an interface, it must include a definition
      for each method declared in the interface. For example, if you are only be interested in using the
      mousePressed() method of the MouseListener interface, you end up including empty definitions
      for mouseClicked(), mouseReleased(), mouseEntered(), and mouseExited(). If you use
      a specially-created nested class to handle events, there is a way to avoid this. As a convenience, the package
      java.awt.event includes several adapter classes, such as MouseAdapter and
      ComponentAdapter. The MouseAdapter class is a trivial class that implements the
      MouseListener interface by defining each of the methods in that interface to be empty. To make your
      own mouse listener classes, you can extend the MouseAdapter class and override just those methods that
      you are interested in. ComponentAdapter and other adapter classes work in the same way.
      For example, if you want to respond to changes in the size of a component, you could use a component
      listener based on ComponentAdapter to listen for componentResized events:
                   public class MyApplet extends Applet {

                        class Resizer extends ComponentAdapter {
                            public void componentResized(ComponentEvent evt) {
                               . . . // Respond to new component size.
                                     // (This method has full access to all
                                     // the members of MyApplet.)
                            }
                            // No need to define the other ComponentListener Methods
                        } // end nested class Resizer

                        public void init() {
                           MyCanvas canvas = new MyCanvas();      // Some component in whose
                                                                  // size we are interested.
                               canvas.addComponentListener( new Resizer() );
                               . . . // more initialization
                        }

                        . . . // more members of MyApplet

                   } end class MyApplet



      In some cases, you might find yourself writing a nested class and then using that class in just a single line of
      your program. For example, the Resizer class in the above example might well be used only in the line
      "canvas.addComponentListener(new Resizer());". Is it worth creating such a class?
      Indeed, it can be, but for cases like this you have the option of using an anonymous nested class. An


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      anonymous class is created with a variation of the new operator that has the form
                        new        superclass-or-interface () {
                                       methods-and-variables
                               }
      This constructor defines a new class, without giving it a name, and it simultaneously creates an object that
      belongs to that class. The intention of this expression is to refer to: "a new object of a class that is the same
      as superclass-or-interface but with these methods-and-variables added." An expression of this form can
      be used in any statement where a regular "new" could be used. For example:
                   canvas.addComponentListener(
                            new ComponentAdapter() {
                                 public void componentResized(ComponentEvent evt) {
                                     . . . // Respond to new component size.
                                 }
                              } // end of anonymous class definition
                        ); // end of canvas.addComponentListener statement

      This defines an anonymous class that is a subclass of ComponentAdapter, containing the given
      componentResized() method. It also creates an object belonging to that anonymous class. That object
      is assigned to be the listener for component events from the canvas. When the canvas changes size, the
      object's componentResized() method is called.
      Note that it is possible to base an anonymous class on an interface, rather than a superclass. In this case, the
      anonymous class must implement the interface by defining all the methods that are declared in the interface.

      For a final example, we'll return to the colored-square applet from earlier on this page. In addition to the
      spontaneous color changes in that applet, each of the colored squares will change color if you click on it.
      The squares are objects belonging to a class named ColorSwatchCanvas. This class sets up a mouse
      listener to listen for clicks on the canvas. It does this with an anonymous class:
                 class ColorSwatchCanvas extends Canvas {

                          // A canvas that displays a random color. It changes to
                          // another random color if the user clicks on it, or if the
                          // randomColor() method is called.

                      ColorSwatchCanvas() {                    // constructor

                          randomColor();              // Select the canvas's initial random color.

                          addMouseListener( // Create an object to listen for mouse clicks.
                                   new MouseAdapter() {
                                          public void mousePressed(MouseEvent evt) {
                                                // Change color when mouse is pressed.
                                             randomColor();
                                          }
                                       }
                                ); // end addMouseListener statement

                      } // end constructor

                      void randomColor() {
                            // Change the color of the canvas to a random color.
                         int r = (int)(256*Math.random());
                         int g = (int)(256*Math.random());
                         int b = (int)(256*Math.random());


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                            setBackground(new Color(r,g,b));
                            repaint();
                      }

                 }    // end class ColorSwatchCanvas


      Using anonymous nested classes is generally considered to the best programming style for event handling.


                                       [ Next Section | Previous Section | Chapter Index | Main Index ]




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Java Programing: Section 7.7

      Section 7.7
      Frames and Dialogs



      APPLETS ARE A FINE IDEA. It's nice to be able to put a complete program in a rectangle on a Web
      page. But more serious, large-scale programs have to run in their own windows, independently of a Web
      browser. In Java, a program can open an independent window by creating an object of type Frame. A
      Frame has a title, displayed in the title bar at the top of the window. It can have a menu bar containing one
      or more pull-down menus. A Frame is a Container, which means that it can hold other GUI
      components. The default layout manager for a Frame is a BorderLayout. A common way to design a
      frame is to add a single GUI component, such as a Panel or Canvas, in the layout's Center position so
      that it will fill the entire frame.

      It is possible for an applet to create a frame. The frame will be a separate window from the Web browser
      window in which the applet is running. Any frame created by an applet includes a warning message such as
      "Warning: Insecure Applet Window." The warning is there so that you can always recognize windows
      created by applets. This is just one of the security restrictions on applets, which, after all, are programs that
      can be downloaded automatically from Web sites that you happen to stumble across without knowing
      anything about them.

      Here is an applet that displays just one small button on the page. When you click the "Launch ShapeDraw"
      button, a window will be opened. This is another version of the ShapeDraw program that you've seen
      several times already. This version has a pull-down menu named "Add Shape", which contains commands
      that you can use to add shapes to the window. (Note for Macintosh users: The menus for the frame might
      just be added to the list of menus at the top of the screen. Look there for the "Add Shape" menu if you don't
      see it at the top of the window.) Once a shape is in the window, you can drag it around. The color that will
      be used for newly created shapes is controlled by another pull-down menu named "Color". There is also a
      pop-up menu that appears when you click on a shape in the appropriate, platform-dependent way.

                                                        Sorry, but your browser
                                                         doesn't support Java.

      The window in this example belongs to a class named ShapeDrawFrame, which is defined as a subclass
      of Frame. The applet creates the window with the statement

                                         shapeDraw = new ShapeDrawFrame();
      The constructor sets up the structure of the window and makes the window appear on the screen. Once the
      window has been created, it runs independently of the applet and of any other windows. Of course, there
      can be some communication through shared variables, method calls, and events. In the sample applet abo