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#18619 01/03/04 03:15 AM
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What is Java All About?
Java is an innovative programming language that has become the language of choice for programs that need to run-on a variety of different computer systems. First of all Java enables you to write small programs called applets. These are programs that you can embed in Internet web pages to provide some intelligence. Being able to embed executable code in a web page introduces a vast range of exciting possibilities. Instead of being a passive presentation of text and graphics, a web page can be interactive in any way that you want. You can include animations, games, interactive transaction processing - the possibilities are almost unlimited.

Of course, embedding program code in a web page creates special security requirements. As an Internet user accessing a page with embedded Java code, you need to be confident that it will not do anything that might interfere with the operation of your computer, or damage the data you have on your system. This implies that execution of the embedded code must be controlled in such a way that it will prevent accidental damage to your computer environment, as well as ensure that any Java code that was created with malicious intent is effectively inhibited. Java implicitly incorporates measures to minimize the possibility of such occurrences arising with a Java applet.

Java also allows you to write large-scale application programs that you can run unchanged on any computer with an operating system environment in which the language is supported. This applies to the majority of computers in use today. You can even write programs that will work both as ordinary applications and as applets.

Java has matured immensely in recent years, particularly with the introduction of Java 2. The breadth of function provided by the standard core Java has grown incredibly. Java provides you with comprehensive facilities for building application with an interactive GUI, extensive image processing and graphics programming facilities, as well as support for accessing relational databases and communicating with remote computers over a network. Release 1.4 of Java added a very important additional capability, the ability to read and write XML. Just about any kind of application can now be programmed effectively in Java, with the implicit plus of complete portability.

Features of the Java Language
The most important characteristic of Java is that it was designed from the outset to be machine independent. Java programs can run unchanged on any operating system that supports Java. Of course there is still the slim possibility of the odd glitch as you are ultimately dependent on the implementation of Java on any particular machine, but Java programs are intrinsically more portable than programs written in other languages. An application written in Java will only require a single set of sourcecode, regardless of the number of different computer platforms on which it is run. In any other programming language, the application will frequently require the sourcecode to be tailored to accommodate different computer environments, particularly if there is an extensive graphical user interface involved. Java offers substantial savings in time and resources in developing, supporting, and maintaining major applications on several different hardware platforms and operating systems.

Possibly the next most important characteristic of Java is that it is object oriented. The object-oriented approach to programming is also an implicit feature of all Java programs, so we will be looking at what this implies later in this chapter. Object-oriented programs are easier to understand, and less time-consuming to maintain and extend than programs that have been written without the benefit of using objects.

Not only is Java object oriented, but it also manages to avoid many of the difficulties and complications that are inherent in some other object-oriented languages, making it easy to learn and very straightforward to use. It lacks the traps and 'gotchas' that arise in some other programming languages. This makes the learning cycle shorter and you need less real-world coding experience to gain competence and confidence. It also makes Java code easier to test.

Java has a built-in ability to support national character sets. You can write Java programs as easily for Greece or Japan, as you can for English speaking countries always assuming you are familiar with the national languages involved, of course. You can even build programs from the outset to support several different national languages with automatic adaptation to the environment in which the code executes.

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Learning Java
Java is not difficult, but there is a great deal to it. The language itself is fairly compact, but very powerful. To be able to program effectively in Java, however, you also need to understand the libraries that go with the language, and these are very extensive. In this book, the sequence in which you learn how the language works, and how you apply it, has been carefully structured so that you can gain expertise and confidence with programming in Java through a relatively easy and painless process. As far as possible, each chapter avoids the use of things you haven't learned about already. A consequence, though, is that you won't be writing Java applications with a graphical user interface right away. While it may be an appealing idea, this would be a bit like learning to swim by jumping in the pool at the deep end. Generally speaking, there is good evidence that by starting in the shallow end of the pool and learning how to float before you try to swim, the chance of drowning is minimized, and there is a high expectation that you will end up a competent swimmer.

Java Programs
As we have already noted, there are two kinds of programs you can write in Java. Programs that are to be embedded in a web page are called Java applets, and normal standalone programs are called Java applications. You can further subdivide Java applications into console applications, which only support character output to your computer screen (to the command line on a PC under Windows, for example), and windowed Java applications that can create and manage multiple windows. The latter use the typical graphical user interface (GUI) mechanisms of window-based programs - menus, toolbars, dialogs and so on.

While we are learning the Java language basics, we will be using console applications as examples to illustrate how things work. These are application that use simple command line input and output. With this approach we can concentrate on understanding the specifics of the language, without worrying about any of the complexity involved in creating and managing windows. Once we are comfortable with using all the features of the Java language, we'll move on to windowed applications and applet examples.

Learning Java - the Road Ahead
Before starting out, it is always helpful to have an idea of where you are heading and what route you should take, so let's take a look at a brief road map of where you will be going with Java. There are five broad stages you will progress through in learning Java using this book:

The first stage is this chapter. It sets out some fundamental ideas about the structure of Java programs and how they work. This includes such things as what object-oriented programming is all about, and how an executable program is created from a Java source file. Getting these concepts straight at the outset will make learning to write Java programs that much easier for you.

Next you will learn how statements are put together, what facilities you have for storing basic data in a program, how you perform calculations and how you make decisions based on the results of them. These are the nuts and bolts you need for the next stages.

In the third stage you will learn about classes - how you define them and how you can use them. This is where you learn the object-oriented characteristics of the language. By the time you are through this stage you will have learned all the basics of how the Java language works so you will be ready to progress further into how you can use it.

In the fourth stage, you will learn how you can segment the activities that your programs carry out into separate tasks that can execute concurrently. This is particularly important for when you want to include several applets in a web page, and you don't want one applet to have to wait for another to finish executing before it can start. You may want a fancy animation to continue running while you play a game, for example, with both programs sitting in the same web page.

In the fifth stage you will learn in detail how you implement an application or an applet with a graphical user interface, and how you handle interactions with the user in this context. This amounts to applying the capabilities provided by the Java class libraries. When you finish this stage you will be equipped to write your own fully-fledged applications and applets in Java. At the end of the book, you should be a knowledgeable Java programmer. The rest is down to experience.

Throughout this book we will be using complete examples to explore how Java works. You should create and run all of the examples, even the simplest, preferably by typing them in yourself. Don't be afraid to experiment with them. If there is anything you are not quite clear on, try changing an example around to see what happens, or better still - write an example of your own. If you are uncertain how some aspect of Java that you have already covered works, don't look it up right away - try it out. Making mistakes is a great way to learn.

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I had to replace < with [ and > with ] to post this.

You can run Java programs on a wide variety of computers using a range of operating systems. Your Java programs will run just as well on a PC running Windows 95/98/NT/2000/XP as it will on Linux or a Sun Solaris workstation. This is possible because a Java program does not execute directly on your computer. It runs on a standardized hypothetical computer that is called the Java virtual machine or JVM, which is emulated inside your computer by a program.


A Java compiler converts the Java sourcecode that you write into a binary program consisting of byte codes. Byte codes are machine instructions for the Java virtual machine. When you execute a Java program, a program called the Java interpreter inspects and deciphers the byte codes for it, checks it out to ensure that it has not been tampered with and is safe to execute, and then executes the actions that the byte codes specify within the Java virtual machine. A Java interpreter can run standalone, or it can be part of a web browser such as Netscape Navigator or Microsoft Internet Explorer where it can be invoked automatically to run applets in a web page.

Because your Java program consists of byte codes rather than native machine instructions, it is completely insulated from the particular hardware on which it is run. Any computer that has the Java environment implemented will handle your program as well as any other, and because the Java interpreter sits between your program and the physical machine, it can prevent unauthorized actions in the program from being executed.

In the past there has been a penalty for all this flexibility and protection in the speed of execution of your Java programs. An interpreted Java program would typically run at only one tenth of the speed of an equivalent program using native machine instructions. With present Java machine implementations, much of the performance penalty has been eliminated, and in programs that are not computation intensive - which is usually the case with the sort of program you would want to include in a web page, for example - you really wouldn't notice this anyway. With the JVM that is supplied with the current Java 2 System Development Kit (SDK) available from the Sun web site, there are very few circumstances where you will notice any appreciable degradation in performance compared to a program compiled to native machine code.

Java Program Development
There are a number of excellent professional Java program development environments available, including products from Sun, Borland and Symantec. These all provide very friendly environments for creating and editing your sourcecode, and compiling and debugging your programs. These are powerful tools for the experienced programmer, but for learning Java using this book, I recommend that you resist the temptation to use any of these, especially if you are relatively new to programming. Instead, stick to using the Java 2 SDK from Sun together with a suitable simple editor for creating your sourcecode. The professional development systems tend to hide a lot of things you need to understand, and also introduce complexity that you really are better off without while you are learning. These products are intended primarily for knowledgeable and experienced programmers, so start with one when you get to the end of the book.

You can download the SDK from Sun for a variety of hardware platforms and operating systems, either directly from the Sun Java web site at http://java.sun.com (for Windows, Solaris, and Linux operating systems), or from sites that you can link to from there. The SDK we are going to use is available from http://java.sun.com/j2se/1.4. For instance a version of the SDK for Mac OS is available from http://devworld.apple.com/java/.

There is one aspect of terminology that sometimes causes confusion - the SDK used to be known as the JDK - the Java Development kit. If you see JDK this generally means the same as SDK. When you install the Java 2 SDK, you will see the old terminology survives in the name of the root directory where the SDK is installed, currently /jdk1.4.

I would urge you to install the SDK even if you do use one or other of the interactive development environments that are available. The SDK provides an excellent reference environment that you can use to check out problems that may arise. Not only that, your programs will only consist of the code that you write plus the classes from the Java libraries that you use. Virtually all commercial Java development systems provide pre-built facilities of their own to speed development. While this is very helpful for production program development, it really does get in the way when you are trying to learn Java.

A further consideration is that the version of Java supported by a commercial Java product is not always the most recent. This means that some features of the latest version of Java just won't work. If you really do prefer to work with a commercial Java development system for whatever reason, and you have problems with running a particular example from the book, try it out with the SDK. The chances are it will work OK.

To make use of the SDK you will need a plain text editor. Any editor will do as long as it does not introduce formatting codes into the contents of a file. There are quite a number of shareware and freeware editors around that are suitable, some of which are specific to Java, and you should have no trouble locating one. I find the JCreator editor is particularly good. There's a free version and a fee version with more functionality but the free version is perfectly adequate for learning. You can download a free copy from http://www.jcreator.com. A good place to start looking if you want to explore what is available is the http://www.download.com web site.

Installing the SDK
You can obtain detailed instructions on how to install the SDK for your particular operating system from the Sun web site, so I won't go into all the variations for different systems here. However, there are a few things to watch out for that may not leap out from the pages of the installation documentation.

First of all, the SDK and the documentation are separate and you install them separately. The SDK for Windows is distributed as a .exe file that you just execute to start installation. The documentation for the SDK consists of a large number of HTML files structured in a hierarchy that are distributed in a ZIP archive. You will find it easier to install the SDK first, followed by the documentation. If you install the SDK to drive C: under Windows, the directory structure shown in the diagram will be created.


The jdk1.4 directory in the diagram is sometimes referred to as the root directory for Java. In some contexts it is also referred to as the Java home directory. If you want the documentation installed in the hierarchy shown above, then you should now extract the documentation from the archive to the jdk1.4 directory. This corresponds to C:\jdk1.4 if you installed the SDK to your C: drive. This will create a new subdirectory, docs, to the jdk1.4 root directory, and install the documentation files in that. To look at the documentation you just open the index.html file that is in the docs subdirectory.

You don't need to worry about the contents of most of these directories, at least not when you get started, but you should add the path for the jdk1.4\bin directory to the paths defined in your PATH environment variable. That way you will be able to run the compiler and the interpreter from anywhere without having to specify supplying the path to it. If you installed the SDK to C:, then you need to add the path C:\jdk1.4\bin. A word of warning - if you have previously installed a commercial Java development product, check that it has not modified your PATH environment variable to include the path to its own Java executables.

If it has, when you try to run the Java compiler or interpreter, you are likely to get the versions supplied with the commercial product rather that those that came with the SDK. One way to fix this is to remove the path or paths that cause the problem. If you don't want to remove the paths that were inserted for the commercial product, you will have to use the full path specification when you want to run the compiler or interpreter from the SDK. The jre directory contains the Java Runtime facilities that are used when you execute a Java program. The classes in the Java libraries are stored in the jre\lib directory. They don't appear individually though. They are all packaged up in the archive, rt.jar. Leave this alone. The Java Runtime takes care of retrieving what it needs from the archive when your program executes.

The CLASSPATH environment variable is a frequent source of problems and confusion to newcomers to Java. The current SDK does NOT require CLASSPATH to be defined, and if it has been defined by some other Java version or system, it is likely to cause problems. Commercial Java development systems and versions of the Java Development Kit prior to 1.2 may well define the CLASSPATH environment variable, so check to see whether CLASSPATH has been defined on your system. If it has and you no longer have whatever defined it installed, you should delete it. If you have to keep the CLASSPATH environment variable - maybe because you want to keep the system that defined it or you share the machine with someone who needs it - you will have to use a command line option to define CLASSPATH temporarily whenever you compile or execute your Java code. We will see how to do this a little later in this chapter.

Extracting the Sourcecode for the Class Libraries
The sourcecode for the class libraries is included in the archive src.zip that you will find in the jdk1.4 root directory. Browsing this source can be very educational, and it can also be helpful when you are more experienced with Java in giving a better understanding of how things works - or when they don't, why they don't. You can extract the source files from the archive using the Winzip utility or any other utility that will unpack .zip archives - but be warned - there's a lot of it and it takes a while!

Extracting the contents of src.zip to the root directory \jdk1.4 will create a new subdirectory, src, and install the sourcecode in subdirectories to this. To look at the sourcecode, just open the .java file that you are interested in, using any plain text editor.

Compiling a Java Program
Java sourcecode is always stored in files with the extension .java. Once you have created the sourcecode for a program and saved it in a .java file, you need to process the source using a Java compiler. Using the compiler that comes with the JDK, you would make the directory that contains your Java source file the current directory, and then enter the following command:

javac -source 1.4 MyProgram.java
Here, javac is the name of the Java compiler, and MyProgram.java is the name of the program source file. This command assumes that the current directory contains your source file. If it doesn't the compiler won't be able to find your source file. The -source command line option with the value 1.4 here tells the compiler that you want the code compiled with the SDK 1.4 language facilities. This causes the compiler to support a facility called assertions, and we will see what these are later on. If you leave this option out, the compiler will compile the code with SDK 1.3 capabilities so if the code uses assertions, these will be flagged as errors.

If you need to override an existing definition of the CLASSPATH environment variable - perhaps because it has been set by a Java development system you have installed, the command would be:

javac -source 1.4 -classpath . MyProgram.java
The value of CLASSPATH follows the -classpath specification and is just a period. This defines just the path to the current directory, whatever that happens to be. This means that the compiler will look for your source file or files in the current directory. If you forget to include the period, the compiler will not be able to find your source files in the current directory. If you include the -classpath . command line option in any event, it will do no harm.

Note that you should avoid storing your source files within the directory structure that was created for the SDK, as this can cause problems. Set up a separate directory of your own to hold the sourcecode for a program and keep the code for each program in its own directory.

Assuming your program contains no errors, the compiler generates a byte code program that is the equivalent of your source code. The compiler stores the byte code program in a file with the same name as the source file, but with the extension .class. Java executable modules are always stored in a file with the extension .class. By default, the .class file will be stored in the same directory as the source file.

The command line options we have introduced here are by no means all the options you have available for the compiler. You will be able to compile all of the examples in the book just knowing about the options we have discussed. There is a comprehensive description of all the options within the documentation for the SDK. You can also specify the -help command line option to get a summary of the standard options you can use.

If you are using some other product to develop your Java programs, you will probably be using a much more user-friendly, graphical interface for compiling your programs that won't involve entering commands such as that shown above. The file name extensions for your source file and the object file that results from it will be just the same however.

Executing a Java Application
To execute the byte code program in the .class file with the Java interpreter in the SDK, you make the directory containing the .class file current, and enter the command:

java -enableassertions MyProgram
Note that we use MyProgram to identify the program, NOT MyProgram.class. It is a common beginner's mistake to use the latter by analogy with the compile operation. If you put a .class file extension on MyProgram, your program won't execute and you will get an error message:

Exception in thread "main" java.lang.NoClassDefFoundError: MyProgram/class
While the compiler expects to find the name of your source file, the java interpreter expects the name of a class, which is MyProgram in this case, not the name of a file. The MyProgram.class file contains the MyProgram class. We will explain what a class is shortly.

The enableassertions option is necessary for SDK1.4 programs that use assertions, but since we will be using assertions once we have learned about them it's a good idea to get into the habit of always using this option. You can abbreviate the -enableassertions option to -ea if you wish.

If you want to override an existing CLASSPATH definition, the option is the same as with the compiler. You can also abbreviate -classpath to -cp with the Java interpreter, but strangely, this abbreviation does not apply to the compiler. Here's how the command would look:
Code
java -ea -cp . MyProgram
To execute your program, the Java interpreter analyzes and then executes the byte code instructions. The Java virtual machine is identical in all computer environments supporting Java, so you can be sure your program is completely portable. As we already said, your program will run just as well on a Unix Java implementation as it will on that for Windows 95/98/NT/2000/XP, for Solaris, Linux, OS/2, or any other operating system that supports Java. (Beware of variations in the level of Java supported though. Some environments, such as the Macintosh, tend to lag a little, so implementations for Java 2 will typically be available later than under Windows or Solaris.)

Executing an Applet
Note that the Java compiler in the SDK will compile both applications and applets. However, an applet is not executed in the same way as an application. You must embed an applet in a web page before it can be run. You can then execute it either within a Java 2-enabled web browser, or by using the appletviewer, a bare-bones browser provided as part of the SDK. It is a good idea to use the appletviewer to run applets while you are learning. This ensures that if your applet doesn't work, it is almost certainly your code that is the problem, rather than some problem in integration with the browser.

If you have compiled an applet and you have included it in a web page stored as MyApplet.html in the current directory on your computer, you can execute it by entering the command:

appletviewer MyApplet.html
So how do you put an applet in a web page?

The Hypertext Markup Language
The HyperText Markup Language, or HTML as it is commonly known, is used to define a web page. If you want a good, compact, reference guide to HTML, I recommend the book Instant HTML Programmer's Reference (Wrox Press, ISBN 1-861001-56-8). Here we will gather just enough on HTML so that you can run a Java applet.

When you define a web page as an HTML document, it is stored in a file with the extension .html. An HTML document consists of a number of elements, and each element is identified by tags. The document will begin with
HTML
 and end with 
. These delimiters,
HTML
 and 
, are tags, and each element in an HTML document will be enclosed between a similar pair of tags between angle brackets. All element tags are case insensitive, so you can use uppercase or lowercase, or even a mixture of the two, but by convention they are capitalized so they stand out from the text. Here is an example of an HTML document consisting of a title and some other text:
Code
[ht ml]
  [head]
    [title]This is the title of the document[/title]
  [/head]
  [body]
    You can put whatever text you like here. The body of a document can contain
    all kinds of other HTML elements, including [B]Java applets[/B]. Note how each 
    element always begins with a start tag identifying the element, and ends with 
    an end tag that is the same as the start tag but with a slash added. The pair 
    of tags around 'Java applets' in the previous sentence will display the text 
    as bold.
  [/body]
[/ht ml]
There are two elements that can appear directly within the [html] element, a [head] element and a [body] element, as in the example above. The [head] element provides information about the document, and is not strictly part of it. The text enclosed by the [title] element tags that appears here within the [head] element, will be displayed as the window title when the page is viewed.

Other element tags can appear within the [body] element, and they include tags for headings, lists, tables, links to other pages and Java applets. There are some elements that do not require an end tag because they are considered to be empty. An example of this kind of element tag is [hr/], which specifies a horizontal rule, a line across the full width of the page. You can use the [hr/] tag to divide up a page and separate one type of element from another. You will find a comprehensive list of available HTML tags in the book I mentioned earlier.

Adding an Applet to an HTML Document
For many element tag pairs, you can specify an element attribute in the starting tag that defines additional or qualifying data about the element. This is how a Java applet is identified in an [applet] tag. Here is an example of how you might include a Java applet in an HTML document:
Code
[ht ml]
  [he ad]
    [title] A Simple Program [/title]
  [/he ad]
  [body]
    [hr/]
    [ap plet code = "MyFirstApplet.class"  width = 300  height = 200 ]
    [/applet]
    [hr/]
  [/body]
[/ht ml]
The two shaded lines between tags for horizontal lines specify that the byte codes for the applet are contained in the file MyFirstApplet.class. The name of the file containing the byte codes for the applet is specified as the value for the code attribute in the [applet] tag. The other two attributes, width and height, define the width and height of the region on the screen that will be used by the applet when it executes. These always have to be specified to run an applet. There are lots of other things you can optionally specify, as we will see. Here is the Java sourcecode for a simple applet:
Code
import javax.swing.JApplet;
import java.awt.Graphics;

public class MyFirstApplet extends JApplet {

  public void paint(Graphics g) {
    g.drawString("To climb a ladder, start at the bottom rung", 20, 90);
  }
}
Note that Java is case sensitive. You can't enter public with a capital P - if you do the program won't compile. This applet will just display a message when you run it. The mechanics of how the message gets displayed are irrelevant here - the example is just to illustrate how an applet goes into an HTML page. If you compile this code and save the previous HTML page specification in the file MyFirstApplet.html in the same directory as the Java applet code, you can run the applet using appletviewer from the JDK with the command:

appletviewer MyFirstApplet.html
This will display a window something like that shown below:


In this particular case, the window is produced under Windows 95/98/NT/2000. Under other operating systems it is likely to look a little different since Java 'takes on' the style of the platform on which it is running. Since the height and width of the window for the applet is specified in pixels, the physical dimensions of the window will depend on the resolution and size of your monitor.

This example won't work with Internet Explorer or Netscape Navigator as neither of these supports Java 2 directly. Let's see what can be done about that.

Making Applets Run in Any Browser
The key to making all your Java applets work with any browser is to make sure the Java 2 Plug in is installed for each browser that views any of your web pages that contain applets. Making sure that each browser that runs your applet has a Java 2 Plug-in installed is not as hard as you might imagine because you can arrange for it to be automatically downloaded when required - assuming that the computer is online to the Web at the time of course.

The Java Plug-in is a module that can be integrated with Internet Explorer (version 4.0 or later) or Netscape Navigator (version 6.0 or later) to provide full support for Java 2 applets. It supports the use of the [applet] tag on any version of Windows from Windows 95 to Windows XP, as well as Linux and Unix.

To enable automatic download of the Java 2 Plug-in with your applets, you need to add some HTML to your web page that invokes a Visual Basic script that handles the download and installation process for the plug-in. To modify our HTML to do this we just need to add one extra tag:
Code
[ht ml]
 [head]
  [title] A Simple Program [/title]
  [SCRIPT language="VBSCRIPT" 
          src="http://java.sun.com/products/plugin/1.4/autodl/autodownload.vbs"]
  [/S CRIPT]
 [/head]
 [body]
  [hr/]
   [ap plet code = "MyFirstApplet.class"  width = 300  height = 200 ]
   [/applet]
  [hr/]
 [/body]
[/ht ml]
This makes use of a script that is downloaded from the Sun Java web site. If you want, you can download a copy of the script to your local machine and run it from there. In this case you will need to amend the URL for the src attribute in the [SCRIPT] to reflect where you have stored the .vbs file.

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Object-Oriented Programming in Java
As we said at the beginning of this chapter, Java is an object-oriented language. When you use a programming language that is not object oriented, you must express the solution to every problem essentially in terms of numbers and characters - the basic kinds of data that you can manipulate in the language. In an object-oriented language like Java, things are different. Of course, you still have numbers and characters to work with - these are referred to as the basic data types - but you can define other kinds of entities that are relevant to your particular problem. You solve your problem in terms of the entities or objects that occur in the context of the problem. This not only affects how a program is structured, but also the terms in which the solution to your problem is expressed. If your problem concerns baseball players, your Java program is likely to have BaseballPlayer objects in it; if you are producing a program dealing with fruit production in California, it may well have objects that are Oranges in it. Apart from seeming to be inherently sensible, object-oriented programs are usually easier to understand.

In Java almost everything is an object. If you haven't delved into object-oriented programming before, or maybe because you have, you may feel this is a bit daunting. But fear not. Objects in Java are particularly easy. So easy, in fact, that we are going to start out by understanding some of the ideas behind Java objects right now. In that way you will be on the right track from the outset.

This doesn't mean we are going to jump in with all the precise nitty-gritty of Java that you need for describing and using objects. We are just going to get the concepts straight at this point. We will do this by taking a stroll through the basics using the odd bit of Java code where it helps the ideas along. All the code that we use here will be fully explained in later chapters. Concentrate on understanding the notion of objects first. Then we can ease into the specific practical details as we go along.

So What Are Objects?
Anything can be thought of as an object. Objects are all around you. You can consider Tree to be a particular class of objects: trees in general; although it is a rather abstract class as you would be hard pushed to find an actual occurrence of a totally generic tree. Hence the Oak tree in my yard which I call myOak, the Ash tree in your yard which you call thatDarnedTree, and a generalSherman, the well-known redwood, are actual instances of specific types of tree, subclasses of Tree that in this case happen to be Oak, Ash, and Redwood. Note how we drop into the jargon here - class is a term that describes a specification for a collection of objects with common properties.

A class is a specification, or template - expressed as a piece of program code - which defines what goes to make up a particular sort of object. A subclass is a class that inherits all the properties of the parent class, but that also includes extra specialization. Of course, you will define a class specification to fit what you want to do. There are no absolutes here. For my trivial problem, the specification of a Tree class might just consist of its species and its height. If you are an arboriculturalist, then your problem with trees may require a much more complex class, or more likely a set of classes, that involve a mass of arboreal characteristics.

Every object that your program will use will have a corresponding class definition somewhere for objects of that type. This is true in Java as well as in other object-oriented languages. The basic idea of a class in programming parallels that of classifying things in the real world. It is a convenient and well-defined way to group things together.


An instance of a class is a technical term for an existing object of that class. Ash is a specification for a type of object and yourAsh is an object constructed to that specification, so yourAsh would be an instance of the class Ash. Once you have a class defined, then you can come up with objects, or instances of that class. This raises the question of what differentiates an object of a given class, an Ash class object say, from a Redwood object. In other words, what sort of information defines a class?

What Defines a Class of Objects?
You may have already guessed the answer. A class definition lists all the parameters that you need to define an object of that particular class, at least, so far as your needs go. Someone else might choose a larger or smaller set of parameters to define the same sort of object - it all depends on what you want to do with the class. You will decide what aspects of the objects you need to include to define that particular class of object, and you will choose them depending on the kinds of problems that you want to address using the objects of the class. Let's think about a specific class of objects.

For a class Hat for example, you might use just two parameters in the definition. You could include the type of hat as a string of characters such as "Fedora" or "Baseball cap", and its size as a numeric value. These parameters that define an object of a class are referred to as instance variables or attributes of a class, or class fields. The instance variables can be basic types of data such as numbers, but they could also be other class objects. For example, the name of a Hat object could be of type String - the class String defines objects that are strings of characters.

Of course there are lots of other things you could include to define a Hat if you wanted to, color for instance, which might be another string of characters such as "Blue". To specify a class you just decide what set of attributes suit your needs, and those are what you use. This is called data abstraction in the parlance of the object-oriented aficionado, because you just abstract the attributes you want to use from the myriad possibilities for a typical object.

In Java the definition of the class Hat would look something like:

class Hat {
// Stuff defining the class in detail goes here.
// This could specify the name of the hat, the size,
// maybe the color, and whatever else you felt was necessary.
}

The name of the class follows the word class, and the details of the definition appear between the curly braces.

Important Because the word class has this special role in Java it is called a keyword, and it is reserved for use only in this context. There are lots of other keywords in Java that you will pick up as we go along. You just need to remember that you must not use any of them for any other purposes.


We won't go into the detail of how the class Hat is defined, since we don't need it at this point. The lines appearing between the braces above are not code; they are actually program comments, since they begin with two successive forwarded slashes. The compiler will ignore anything on a line that follows two successive forward slashes in your Java programs, so you will use this to add explanations to your programs. Generally the more useful comments you can add to your programs, the better. We will see in Chapter 2 that there are other ways you can write comments in Java.

Each object of your class will have a particular set of values defined that characterize that particular object. You could have an object of type CowboyHat, which might be defined by values such as "Stetson" for the name of the hat, "White" for the color, and the size as 7.


The parameters defining an object are not necessarily fixed values though. You would expect the name and size attributes for a particular CowboyHat object to stay fixed since hats don't usually change their size, but you could have other attributes. You might have state for example, which could indicate whether the hat was on or off the owner's head, or even owner, which would record the owner's name, so the value stored as the attribute owner could be changed when the hat was sold or otherwise transferred to someone else.

Operating on Objects
A class object is not just a collection of various items of data though. The fundamental difference between a class and the complex data types that you find in some other languages is that a class includes more than just data. A class specifies what you can do with an object of the class - that is, it defines the operations that are possible on objects of the class. Clearly for objects to be of any use in a program, you need to decide what you can do with them. This will depend on what sort of objects you are talking about, the attributes they contain, and how you intend to use them.

To take a very simple example, if your objects were numbers, of type Integer for example, it would be reasonable to plan for the usual arithmetic operations; add, subtract, multiply and divide, and probably a few others you can come up with. On the other hand it would not make sense to have operations for calculating the area of an Integer, boiling an Integer or for putting an Integer object on. There are lots of classes where these operations would make sense, but not those dealing with integers.

Coming back to our CowboyHat class, you might want to have operations that you could refer to as putHatOn and takeHatOff, which would have meanings that are fairly obvious from their names, and do make sense for CowboyHat objects. However, these operations would only be effective if a CowboyHat object also had another defining value that recorded whether it was on or off. Then these operations on a particular CowboyHat object could set this value for the object. To determine whether your CowboyHat was on or off, you would just need to look at this value. Conceivably you might also have an operation changeOwner by which you could set the instance variable recording the current owner's name to a new value. The illustration shows two operations applied in succession to a CowboyHat object.


Of course, you can have any operation for each type of object that makes sense for you. If you want to have a shootHoleIn operation for Hat objects, that's no problem. You just have to define what that operation does to an object.

You are probably wondering at this point how an operation for a class is defined. As we shall see in detail a bit later, it boils down to a self-contained block of program code called a method that is identified by the name you give to it. You can pass data items - which can be integers, floating point numbers, character strings or class objects - to a method, and these will be processed by the code in the method. A method may also return a data item as a result. Performing an operation on an object amounts to 'executing' the method that defines that operation for the object.

Important Of course, the only operations you can perform on an instance of a particular class are those defined within the class, so the usefulness and flexibility of a class is going to depend on the thought that you give to its definition. We will be looking into these considerations more in Chapter 5.


Let's take a look at an example of a complete class definition. The code for the class CowboyHat we have been talking about might look like the following:


This code would be saved in a file with the name CowboyHat.java. The name of a file that contains the definition of a class is always the same as the class name, and the extension will be .java to identify that the file contains Java sourcecode.

The code for the class definition appears between the braces following the identification for the class, as shown in the illustration. The code for each of the methods in the class also appears between braces. The class has three instance variables, owner, size, and hatOn, and this last variable is always initialized as false. Each object that is created according to this class specification will have its own independent copy of each of these variables, so each object will have its own unique values for the owner, the hat size, and whether the hat is on or off.

The keyword private, which has been applied to each instance variable, ensures that only code within the methods of the class can access or change the values of these directly. Methods of a class can also be specified as private. Being able to prevent access to some members of a class from outside is an important facility. It protects the internals of the class from being changed or used incorrectly. Someone using your class in another program can only get access to the bits to which you want them to have access. This means that you can change how the class works internally without affecting other programs that may use it. You can change any of the things inside the class that you have designated as private, and you can even change the code inside any of the public methods, as long as the method name and the number and types of values passed to it or returned from it remain the same.

Our CowboyHat class also has five methods, so you can do five different things with a CowboyHat object. One of these is a special method called a constructor, which creates a CowboyHat object - this is the method with the name, CowboyHat, that is the same as the class name. The items between the parentheses that follow the name of the constructor specify data that is to be passed to the method when it is executed - that is, when a CowboyHat object is created.

Important In practice you might need to define a few other methods for the class to be useful; you might want to compare CowboyHat objects for example, to see if one was larger than another. However, at the moment you just need to get an idea of how the code looks. The details are of no importance here, as we will return to all this in Chapter 5.


Java Program Statements
As you saw in the CowboyHat class example, the code for each method in the class appears between braces, and it consists of program statements. A semicolon terminates each program statement. A statement in Java can spread over several lines if necessary, since the end of each statement is determined by the semicolon, not by the end of a line. Here is a Java program statement:

hatOn = false;

If you wanted to, you could also write this as:

hatOn =
false;

You can generally include spaces and tabs, and spread your statements over multiple lines to enhance readability if it is a particularly long statement, but sensible constraints apply. You can't put a space in the middle of a name for instance. If you write hat On, for example, the compiler will read this as two words.

Encapsulation
At this point we can introduce another bit of jargon you can use to impress or bore your friends - encapsulation. Encapsulation refers to the hiding of items of data and methods within an object. This is achieved by specifying them as private in the definition of the class. In the CowboyHat class, the instance variables, owner, type, size, and hatOn were encapsulated. They were only accessible through the methods defined for the class. Therefore the only way to alter the values they contain is to call a method that does that. Being able to encapsulate members of a class in this way is important for the security and integrity of class objects. You may have a class with data members that can only take on particular values. By hiding the data members and forcing the use of a method to set or change the values, you can ensure that only legal values are set.

We mentioned earlier another major advantage of encapsulation - the ability to hide the implementation of a class. By only allowing limited access to the members of a class, you have the freedom to change the internals of the class without necessitating changes to programs that use the class. As long as the external characteristics of the methods that can be called from outside the class remain unchanged, the internal code can be changed in any way that you, the programmer, want.

A particular object, an instance of CowboyHat, will incorporate, or encapsulate, the owner, the size of the object, and the status of the hat in the instance variable hatOn. Only the constructor, and the putHatOn(), takeHatOff(), changeOwner(), and getSize() methods can be accessed externally.

Important Whenever we are referring to a method in the text, we will add a pair of parentheses after the method name to distinguish it from other things that have names. Some examples of this appear in the paragraph above. A method always has parentheses in its definition and in its use in a program, as we shall see, so it makes sense to represent it in this way in the text.


Classes and Data Types
Programming is concerned with specifying how data of various kinds is to be processed, massaged, manipulated or transformed. Since classes define the types of objects that a program will work with, you can consider defining a class to be the same as defining a data type. Thus Hat is a type of data, as is Tree, and any other class you care to define. Java also contains a library of standard classes that provide you with a whole range of programming tools and facilities. For the most part then, your Java program will process, massage, manipulate or transform class objects.

There are some basic types of data in Java that are not classes, and these are called primitive types. We will go into these in detail in the next chapter, but they are essentially data types for numeric values such as 99 or 3.75, for single characters such as 'A' or '?', and for logical values that can be true or false. Java also has classes that correspond to each of the primitive data types for reasons that we will see later on so there is an Integer class that defines objects that encapsulate integers for instance. Every entity in your Java program that is not of a primitive data type will be an object of a class - either a class that you define yourself, a class supplied as part of the Java environment, or a class that you obtain from somewhere else, such as from a specialized support package.

Classes and Subclasses
Many sets of objects that you might define in a class can be subdivided into more specialized subsets that can also be represented by classes, and Java provides you with the ability to define one class as a more specialized version of another. This reflects the nature of reality. There are always lots of ways of dividing a cake - or a forest. Conifer for example could be a subclass of the class Tree. The Conifer class would have all the instance variables and methods of the Tree class, plus some additional instance variables and/or methods that make it a Conifer in particular. You refer to the Conifer class as a subclass of the class Tree, and the class Tree as a superclass of the class Conifer.

When you define a class such as Conifer using another class such as Tree as a starting point, the class Conifer is said to be derived from the class Tree, and the class Conifer inherits all the attributes of the class Tree.

Advantages of Using Objects
As we said at the outset, object-oriented programs are written using objects that are specific to the problem being solved. Your pinball machine simulator may well define and use objects of type Table, Ball, Flipper, and Bumper. This has tremendous advantages, not only in terms of easing the development process, but also in any future expansion of such a program. Java provides a whole range of standard classes to help you in the development of your program, and you can develop your own generic classes to provide a basis for developing programs that are of particular interest to you.

Because an object includes the methods that can operate on it as well as the data that defines it, programming using objects is much less prone to error. Your object-oriented Java programs should be more robust than the equivalent in a procedural programming language. Object-oriented programs take a little longer to design than programs that do not use objects since you must take care in the design of the classes that you will need, but the time required to write and test the code is sometimes substantially less than that for procedural programs. Object-oriented programs are also much easier to maintain and extend.

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Java Program Structure
Let's summarize the general nature of how a Java program is structured :

A Java program always consists of one or more classes.

You typically put the program code for each class in a separate file, and you must give each file the same name as that of the class that is defined within it.

A Java source file must also have the extension .java.

Thus your file containing the class Hat will be called Hat.java and your file containing the class BaseballPlayer must have the file name BaseballPlayer.java.

A typical program will consist of several files as illustrated in the following diagram.


This program clearly majors on apparel with four of the five classes representing clothing. Each source file will contain a class definition, and all of the files that go to make up the program will be stored in the same directory. The source files for your program will contain all the code that you wrote, but this is not everything that is ultimately included in the program. There will also be code from the Java standard class library, so let's take a peek at what that can do.

Java's Class Library
A library in Java is a collection of classes - usually providing related facilities - which you can use in your programs. The Java class library provides you with a whole range of goodies, some of which are essential for your programs to work at all, and some of which make writing your Java programs easier. To say that the standard class library covers a lot of ground would be something of an understatement so we won't be going into it in detail here, but we will be looking into how to apply many of the facilities it provides throughout the book.

Since the class library is a set of classes, it is stored in sets of files where each file contains a class definition. The classes are grouped together into related sets that are called packages, and each package is stored in a separate directory. A class in a package can access any of the other classes in the package. A class in another package may or may not be accessible. We will learn more about this in Chapter 5.

The package name is based on the path to the directory in which the classes belonging to the package are stored. Classes in the package java.lang for example are stored in the directory path java\lang (or java/lang under Unix). This path is relative to a particular directory that is automatically known by the Java runtime environment that executes your code. You can also create your own packages that will contain classes of your own that you want to reuse in different contexts, and that are related in some way.

The SDK includes a growing number of standard packages - well over 100 the last time I counted. Some of the packages you will meet most frequently are:

Package Name
Description

java.lang
These classes support the basic language features and the handling of arrays and strings. Classes in this package are always available directly in your programs by default because this package is always automatically loaded with your program.

java.io
Classes for data input and output operations.

java.util
This package contains utility classes of various kinds, including classes for managing data within collections or groups of data items.

javax.swing
These classes provide easy-to-use and flexible components for building graphical user interfaces (GUIs). The components in this package are referred to as Swing components.

java.awt
Classes in this package provide the original GUI components (JDK1.1) as well as some basic support necessary for Swing components.

java.awt.geom
These classes define 2-dimensional geometric shapes.

java.awt.event
The classes in this package are used in the implementation of windowed application to handle events in your program. Events are things like moving the mouse, pressing the left mouse button, or clicking on a menu item.


As noted above, you can use any of the classes from the java.lang package in your programs by default. To use classes from the other packages, you will typically use import statements to identify the names of the classes that you need from each package. This will allow you to reference the classes by the simple class name. Without an import statement you would need to specify the fully qualified name of each class from a package each time you refer to it. As we will see in a moment, the fully qualified name for a class includes the package name as well as the basic class name. Using fully qualified class names would make your program code rather cumbersome, and certainly less readable. It would also make them a lot more tedious to type in.

You can use an import statement to import the name of a single class from a package into your program, or all the class names. The two import statements at the beginning of the code for the applet you saw earlier in this chapter are examples of importing a single class name. The first was:

import javax.swing.JApplet;
This statement imports the JApplet class name that is defined in the javax.swing package. Formally, the name of the JApplet class is not really JApplet - it is the fully qualified name javax.swing.JApplet. You can only use the unqualified name when you import the class or the complete package containing it into your program. You can still reference a class from a package even if you don't import it though - you just need to use the full class name, javax.swing.JApplet. You could try this out with the applet you saw earlier if you like. Just delete the two import statements from the file and use the full class names in the program. Then recompile it. It should work the same as before. Thus the fully qualified name for a class is the name of the package in which it is defined, followed by a period, followed by the name given to the class in its definition.

You could import the names of all the classes in the javax.swing package with the statement:

import javax.swing.*;
The asterisk specifies that all the class names are to be imported. Importing just the class names that your sourcecode uses makes compilation more efficient, but when you are using a lot of classes from a package you may find it more convenient to import all the names. This saves typing reams of import statements for one thing. We will do this with examples of Java code in the book to keep the number of lines to a minimum. However, there are risks associated with importing all the names in a package. There may be classes with names that are identical to names you have given to your own classes, which would obviously create some confusion when you compile your code.

Important You will see more on how to use import statements in Chapter 5, as well as more about how packages are created and used, and you will be exploring the use of classes from the standard packages in considerable depth throughout the book.


As we indicated earlier, the standard classes do not appear as files or directories on your hard disk. They are packaged up in a single compressed file, rt.jar, that is stored in the jre/lib directory. This directory is created when you install the JDK on your computer. A .jar file is a Java archive - a compressed archive of Java classes. The standard classes that your executable program requires are loaded automatically from rt.jar, so you don't have to be concerned with it directly at all.

Java Applications
Every Java application contains a class that defines a method called main(). The name of this class is the name that you use as the argument to the Java interpreter when you run the application. You can call the class whatever you want, but the method which is executed first in an application is always called main(). When you run your Java application the method main()will typically cause methods belonging to other classes to be executed, but the simplest possible Java application program consists of one class containing just the method main(). As we shall see below, the main() method has a particular fixed form, and if it is not of the required form, it will not be recognized by the Java interpreter as the method where execution starts.

We'll see how this works by taking a look at just such a Java program. You need to enter the program code using your favorite plain text editor, or if you have a Java development system with an editor, you can enter the code for the example using that. When you have entered the code, save the file with the same name as that used for the class and the extension .java. For this example the file name will be OurFirstProgram.java. The code for the program is:


The program consists of a definition for a class we have called OurFirstProgram. The class definition only contains one method, the method main(). The first line of the definition for the method main() is always of the form:

public static void main(String[] args)

The code for the method appears between the pair of curly braces. Our version of the method has only one executable statement:

System.out.println("Krakatoa, EAST of Java??");

So what does this statement do? Let's work through it from left to right:

System is the name of a standard class that contains objects that encapsulate the standard I/O devices for your system - the keyboard for command line input and command line output to the display. It is contained in the package java.lang so it is always accessible just by using the simple class name, System.

The object out represents the standard output stream - the command line on your display screen, and is a data member of the class System. The member, out, is a special kind of member of the System class. Like the method main() in our OurFirstProgram class, it is static. This means that out exists even though there are no objects of type System (more on this in forthcoming chapters). Using the class name, System, separated from the member name out by a period - System.out, references the out member.

The bit at the rightmost end of the statement, println("Krakatoa, EAST of Java??"), calls the println()method that belongs to the object out, and that outputs the text string that appears between the parentheses to your display. This demonstrates one way in which you can call a class method - by using the object name followed by the method name, with a period separating them. The stuff between the parentheses following the name of a method is information that is passed to the method when it is executed. As we said, for println() it is the text we want to output to the command line.

Note For completeness, the keywords public, static, and void, that appear in the method definition are explained briefly in the annotations to the program code, but you need not be concerned if these still seem a bit obscure at this point. We will be coming back to them in much more detail later on.


You can compile this program using the JDK compiler with the command,

javac -source 1.4 OurFirstProgram.java
Or with the -classpath option specified:

javac -source 1.4 -classpath . OurFirstProgram.java
If it didn't compile, there's something wrong somewhere. Here's a checklist of possible sources of the problem:

You forgot to include the path to the jdk1.4\bin directory in your PATH, or maybe you did not specify the path correctly. This will result in your operating system not being able to find the javac compiler that is in that directory.

You made an error typing in the program code. Remember Java is case sensitive so OurfirstProgram is not the same as OurFirstProgram, and of course, there must be no spaces in the class name. If the compiler discovers an error it will usually identify the line number in the code where the error was found. In general, watch out for confusing zero, 0, with a small letter, o, or the digit one, 1, with the small letter l. All characters such as periods, commas, and semicolons in the code are essential, and must be in the right place. Parentheses, (), curly braces, {}, and square brackets, [], always come in matching pairs and are not interchangeable.

The source file name must match the class name exactly. The slightest difference will result in an error. It must have the extension .java.

Once you have compiled the program successfully, you can execute it with the command:

java -ea OurFirstProgram
The -ea option is not strictly necessary since this program does not use assertions but if you get used to putting it in, you won't forget it when it is necessary. If you need the -classpath option specified:

java -ea -classpath . OurFirstProgram
Assuming the source file compiled correctly, and the jdk1.4\bin directory is defined in your path, the most common reason for the program failing to execute is a typographical error in the class name, OurFirstProgram. The second most common reason is writing the file name, OurFirstProgram.class, in the command, whereas it should be just the class name, OurFirstProgram.

When you run the program, it will display the text:

Krakatoa, EAST of Java??

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Java and Unicode
Programming to support languages that use anything other than the Latin character set has always been a major problem. There are a variety of 8-bit character sets defined for many national languages, but if you want to combine the Latin character set and Cyrillic in the same context, for example, things can get difficult. If you want to handle Japanese as well, it becomes impossible with an 8-bit character set because with 8 bits you only have 256 different codes so there just aren't enough character codes to go round. Unicode is a standard character set that was developed to allow the characters necessary for almost all languages to be encoded. It uses a 16-bit code to represent a character (so each character occupies two bytes), and with 16 bits up to 65,535 non-zero character codes can be distinguished. With so many character codes available, there is enough to allocate each major national character set its own set of codes, including character sets such as Kanji which is used for Japanese, and which requires thousand of character codes. It doesn't end there though. Unicode supports three encoding forms that allow up to a million additional characters to be represented.

As we shall see in Chapter 2, Java sourcecode is in Unicode characters. Comments, identifiers (names - see Chapter 2), and character and string literals can all use any characters in the Unicode set that represent letters. Java also supports Unicode internally to represent characters and strings, so the framework is there for a comprehensive international language capability in a program. The normal ASCII set that you are probably familiar with corresponds to the first 128 characters of the Unicode set. Apart from being aware that each character occupies two bytes, you can ignore the fact that you are handling Unicode characters in the main, unless of course you are building an application that supports multiple languages from the outset.

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Summary
In this chapter we have looked at the basic characteristics of Java, and how portability between different computers is achieved. We have also introduced the elements of object-oriented programming. There are bound to be some aspects of what we have discussed that you don't feel are completely clear to you. Don't worry about it. Everything we have discussed here we will be revisiting again in more detail later on in the book.

The essential points we have covered in this chapter are:

Java applets are programs that are designed to be embedded in an HTML document. Java applications are standalone programs. Java applications can be console programs that only support text output to the screen, or they can be windowed applications with a GUI.

Java programs are intrinsically object-oriented.

Java sourcecode is stored in files with the extension .java.

Java programs are compiled to byte codes, which are instructions for the Java Virtual Machine. The Java Virtual Machine is the same on all the computers on which it is implemented, thus ensuring the portability of Java programs.

Java object code is stored in files with the extension .class.

Java programs are executed by the Java interpreter, which analyses the byte codes and carries out the operations they specify.

The Java System Development Kit ( the SDK) supports the compilation and execution of Java applications and applets.

Experience is what you get when you are expecting something else.

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Resources
You can download the sourcecode for the examples in the book from any of:

http://www.wrox.com

ftp://www.wrox.com

ftp://www.wrox.co.uk

The sourcecode download also includes ancillary files, such as .gif files containing icons for instance, where they are used in the examples.

If you have any questions on the fine formal detail of Java, the reference works we've used are:

The Java Language Specification, Second Edition (The Java Series) James Gosling et al., Addison-Wesley, ISBN 0-201-31008-2

The Java Virtual Machine Specification Second Edition Tim Lindholm and Frank Yellin, Addison-Wesley, ISBN 0-201-43294-3,

Other sites of interest are:

http://www.wrox.com for support for this book and information on forthcoming Java books.

http://p2p.wrox.com for lists where you can get answers to your Java problems.

http://java.sun.com/docs/books/tutorial/index.html for the JavaSoft tutorials. Follow that Java trail.

and for online magazine reading and opinion, check out:

http://www.javaworld.com/javasoft.index.html

http://www.javareport.com/

http://www.sys-con.com/java/

We also like the Java Developer Connection, subscribe to it at http://java.sun.com/jdc

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Chapter 2: Programs, Data, Variables, and Calculation
Overview
In this chapter we will look at the entities in Java that are not objects - numbers and characters. This will give you all the elements of the language you need to perform numerical calculations, and we will apply these in a few working examples.

By the end of this chapter you will have learnt:

How to declare and define variables of the basic integer and floating point types

How to write an assignment statement

How integer and floating point expressions are evaluated

How to output data from a console program

How mixed integer and floating point expressions are evaluated

What casting is and when you must use it

What boolean variables are

What determines the sequence in which operators in an expression are executed

How to include comments in your programs

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Data and Variables
A variable is a named piece of memory that you use to store information in your Java program - a piece of data of some description. Each named piece of memory that you define in your program will only be able to store data of one particular type. If you define a variable to store integers, for example, you cannot use it to store a value that is a decimal fraction, such as 0.75. If you have defined a variable that you will use to refer to a Hat object, you can only use it to reference an object of type Hat (or any of its subclasses, as we saw in Chapter 1). Since the type of data that each variable can store is fixed, whenever you use a variable in your program the compiler is able to check that it is not being used in a manner or a context that is inappropriate to its type. If a method in your program is supposed to process integers, the compiler will be able to detect when you inadvertently try to use the method with some other kind of data, for example, a string or a numerical value that is not integral.

Explicit data values that appear in your program are called literals. Each literal will also be of a particular type: 25, for instance, is an integer value of type int. We will go into the characteristics of the various types of literals that you can use as we discuss each variable type.

Before you can use a variable you must specify its name and type in a declaration statement. Before we look at how you write a declaration for a variable, we should consider what flexibility you have in choosing a name.

Variable Names
The name that you choose for a variable, or indeed the name that you choose for anything in Java, is called an identifier. An identifier can be any length, but it must start with a letter, an underscore (_), or a dollar sign ($). The rest of an identifier can include any characters except those used as operators in Java (such as +, -, or *), but you will be generally better off if you stick to letters, digits, and the underscore character.

Java is case sensitive, so the names republican and Republican are not the same. You must not include blanks or tabs in the middle of a name, so Betty May is out, but you could have BettyMay or even Betty_May. Note that you can't have 10Up as a name since you cannot start a name with a numeric digit. Of course, you could use tenUp as an alternative.

Subject to the restrictions we have mentioned, you can name a variable almost anything you like, except for two additional restraints - you can't use keywords in Java as a name for something, and a name can't be anything that is a constant value. Keywords are words that are an essential part of the Java language. We saw some keywords in the previous chapter and we will learn a few more in this chapter. If you want to know what they all are, a complete list appears in Appendix A. The restriction on constant values is there because, although it is obvious why a name can't be 1234 or 37.5, constants can also be alphabetic, such as true and false for example. We will see how we specify constant values later in this chapter. Of course, the basic reason for these rules is that the compiler has to be able to distinguish between your variables and other things that can appear in a program. If you try to use a name for a variable that makes this impossible, then it's not a legal name.

Clearly, it makes sense to choose names for your variables that give a good indication of the sort of data they hold. If you want to record the size of a hat, for example, hatSize is not a bad choice for a variable name whereas qqq would be a bad choice. It is a common convention in Java to start variable names with a lower case letter and, where you have a name that combines several words, to capitalize the first letter of each word, as in hatSize or moneyWellSpent. You are in no way obliged to follow this convention but since almost all the Java world does, it helps to do so.

Note If you feel you need more guidance in naming conventions (and coding conventions in general) take a look at http://www.javasoft.com/docs/codeconv/.


Variable Names and Unicode
Even though you are likely to be entering your Java programs in an environment that stores ASCII, all Java source code is in Unicode (subject to the reservations we noted in Chapter 1). Although the original source that you create is ASCII, it is converted to Unicode characters internally, before it is compiled. While you only ever need ASCII to write any Java language statement, the fact that Java supports Unicode provides you with immense flexibility. It means that the identifiers that you use in your source program can use any national language character set that is defined within the Unicode character set, so your programs can use French, Greek, or Cyrillic variable names, for example, or even names in several different languages, as long as you have the means to enter them in the first place. The same applies to character data that your program defines.

Variables and Types
As we mentioned earlier, each variable that you declare can store values of a type determined by the data type of that variable. You specify the type of a particular variable by using a type name in the variable declaration. For instance, here's a statement that declares a variable that can store integers:

int numberOfCats;

The data type in this case is int, the variable name is numberOfCats, and the semicolon marks the end of the statement. The variable, numberOfCats, can only store values of type int.

Many of your variables will be used to reference objects, but let's leave those on one side for the moment as they have some special properties. The only things in Java that are not objects are variables that correspond to one of eight basic data types, defined within the language. These fundamental types, also called primitive types, allow you to define variables for storing data that fall into one of three categories:

Numeric values, which can be either integer or floating point

Variables which store a single Unicode character

Logical variables that can assume the values true or false

All of the type names for the basic variable types are keywords in Java so you must not use them for other purposes. Let's take a closer look at each of the basic data types and get a feel for how we can use them.

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Integer Data Types
There are four types of variables that you can use to store integer data. All of these are signed, that is, they can store both negative and positive values. The four integer types differ in the range of values they can store, so the choice of type for a variable depends on the range of data values you are likely to need.

The four integer types in Java are:

Data Type
Description

byte
Variables of this type can have values from -128 to +127 and occupy 1 byte (8 bits) in memory

short
Variables of this type can have values from -32768 to 32767 and occupy 2 bytes (16 bits) in memory

int
Variables of this type can have values from -2147483648 to 2147483647 and occupy 4 bytes (32 bits) in memory

long
Variables of this type can have values from -9223372036854775808 to 9223372036854775807 and occupy 8 bytes (64 bits) in memory


Let's take a look at declarations of variables of each of these types:

byte smallerValue;
short pageCount;
int wordCount;
long bigValue;

Each of these statements declares a variable of the type specified.

The range of values that can be stored by each integer type in Java, as shown in the table above, is always the same, regardless of what kind of computer you are using. This is also true of the other basic types that we will see later in this chapter, and has the rather useful effect that your program will execute in the same way on computers that may be quite different. This is not necessarily the case with other programming languages.

Of course, although we have expressed the range of possible values for each type as decimal values, integers are stored internally as binary numbers, and it is the number of bits available to store each type that determines the maximum and minimum values, as shown on the next page.


For each of the binary numbers shown here, the leftmost bit is the sign bit, marked with an 's'. When the sign bit is 0 the number is positive, and when it is 1 the number is negative. Binary negative numbers are represented in what is called 2's complement form. If you are not familiar with this, you will find an explanation of how it works in Appendix B.

Integer Values
An integer variable stores an integer value, so before we get to use integer variables we need to investigate how we write various integer values. As we said earlier, a value of any kind in Java is referred to as a literal. So 1, 10.5, and "This is text" are all examples of literals.

Any integer literal that you specify is of type int by default. Thus 1, -9999, and 123456789 are all literals of type int. If you want to define an integer of type long, and the value that you assign to the variable is bigger than an int, you need to append an L to the value. The values 1L, -9999L, and 123456789L are all of type long. You can also use a lower case letter l, but don't - it is too easily confused with the digit 1.

You are perhaps wondering how you specify literals of type byte or short. Because of the way integer arithmetic works in Java, they just aren't necessary in the main. We will see a couple of instances where an integer literal may be interpreted by the compiler as type byte or short later in this chapter, but these situations are the exception.

Integer literals can also be specified to base 16, in other words, as hexadecimal numbers. Hexadecimal literals in Java have 0x or 0X in front of them and follow the usual convention of using the letters A to F (or a to f) to represent digits with values 10 to 15 respectively. In case you are a little rusty on hexadecimal values, here are some examples:

0x100
1*162 + 0*161 + 0*160
which is 256 in decimal

0x1234
1*163 + 2*162 + 3*161 + 4*160
which is 4660 in decimal

0xDEAF
13*163 + 14*162 + 10*161 + 15*160
which is 57007 in decimal

0xCAB
12*162 + 10*161 + 11*160
which is 3243 in decimal


If you are not familiar with hexadecimal numbers, you can find an explanation of how these work in Appendix B.

There is a further possibility for integer constants - you can also define them as octal, which is to base 8. Octal numbers have a leading zero so 035 and 067 are examples of octal numbers. Each octal digit defines three bits, so this number base was used a lot more frequently in the days when machines used a multiple of three bits to store a number. You will rarely find it necessary to use octal numbers these days, but you should take care not to use them by accident. If you put a leading zero at the start of an integer literal, the Java compiler will think you are specifying an octal value. Unless one of the digits is greater than 7, which will result in the compiler flagging it as an error, you won't know that you have done this.

Declaring Integer Variables
As you saw earlier, we can declare a variable of type long with the statement:

long bigOne;

This statement is a declaration for the variable bigOne. This specifies that the variable bigOne will store a value of type long. When this statement is compiled, 8 bytes of memory will be allocated for the variable bigOne. Java does not automatically initialize a variable such as this. If you want your variables to have an initial value rather than a junk value left over from when the memory was last used, you must specify your own value in the declaration. To declare and initialize the variable bigOne to 2999999999, you just write:

long bigOne = 2999999999L;

The variable will be set to the value following the equal sign. It is good practice to always initialize your variables when you declare them. Note that if you try to use a variable in a calculation that has not had a value assigned to it, your program will not compile. There are also circumstances where the compiler cannot determine whether or not a variable has been initialized before it is used if you don't initialize it when you declare it, even though it may be obvious to you that it has been. This will also be flagged as an error but getting into the habit of always initializing variables when you declare them will avoid all of these problems.

You can declare a variable just about anywhere in your program, but you must declare a variable before you use it in a calculation. The placement of the declaration therefore has an effect on whether a particular variable is accessible at a given point in a program, and we will look deeper into the significance of this in the next chapter. Broadly, you should group related variable declarations together, before the block of code that uses them.

You can declare and define multiple variables in a single statement. For example:

long bigOne = 999999999L, largeOne = 100000000L;

Here we have declared two variables of type long. A comma separates each variable from the next. You can declare as many variables as you like in a single statement, although it is usually better to stick to declaring one variable in each statement as it helps to make your programs easier to read. A possible exception occurs with variables that are closely related - an (x,y) coordinate pair representing a point, for example, which you might reasonably declare as:

int xCoord = 0, yCoord = 0; // Point coordinates

On the same line as the declaration of these two variables, we have a comment following the double slash, explaining what they are about. The compiler ignores everything from the double slash until the end of the line. Explaining in comments what your variables are for is a good habit to get into, as it can be quite surprising how something that was as clear as crystal when you wrote it transmogrifies into something as clear as mud a few weeks later. There are other ways in which you can add comments to your programs that we will see a little later in this chapter.

You can also spread a single declaration over several lines if you want. This also can help to make your program more readable. For example:

int miles = 0, // One mile is 8 furlongs
furlongs = 0, // One furlong is 220 yards
yards = 0, // One yard is 3 feet
feet = 0;

Naturally, you must be sure that an initializing value for a variable is within the range of the type concerned, otherwise the compiler will complain. Your compiler is intelligent enough to recognize that you can't get a quart into a pint pot, or, alternatively, a long constant into a variable of type int, short, or byte.

To complete the set we can declare and initialize a variable of type byte and one of type short with the following two statements:

byte luckyNumber = 7;
short smallNumber = 1234;

Here the compiler can deduce that the integer literals are to be of type byte and short respectively and convert the literals to the appropriate type. It is your responsibility to make sure the initial value will fit within the range of the variable that you are initializing. If it doesn't the compiler will throw it out with an error message.

Most of the time you will find that variables of type int will cover your needs for dealing with integers, with long ones being necessary now and again when you have some really big integer values to deal with. Variables of type byte and short do save a little memory, but unless you have a lot of values of these types to store, that is, values with a very limited range, they won't save enough to be worth worrying about. They also introduce complications when you use them in calculations, as we shall see shortly, so generally you should not use them unless it is absolutely necessary. Of course, when you are reading data from some external source, a disk file for instance, you will need to make the type of variable for each data value correspond to what you expect to read.

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Floating Point Data Types
Numeric values that are not integral are stored as floating point numbers. A floating point number has a fixed number of digits of accuracy but with a very wide range of values. You get a wide range of values, even though the number of digits is fixed, because the decimal point can "float". For example the values 0.000005, 500.0, and 5000000000000.0 can be written as 5x10-6, 5x102, and 5x1012 respectively - we have just one digit '5' but we move the decimal point around.

There are two basic floating point types in Java, float and double. These give you a choice in the number of digits precision available to represent your data values, and in the range of values that can be accommodated:

Data Type
Description

float
Variables of this type can have values from -3.4E38 (-3.4x1038) to +3.4E38 (+3.4x1038) and occupy 4 bytes in memory. Values are represented with approximately 7 digits accuracy.

double
Variables of this type can have values from -1.7E308 (-1.7x10308) to +1.7E308 (+1.7x10308) and occupy 8 bytes in memory. Values are represented with approximately 17 digits accuracy. The smallest non-zero value that you can have is roughly (4.9x10-324.

Important All floating point operations and the definitions for values of type float and type double in Java conform to the IEEE 754 standard.


As with integer calculations, floating point calculations in Java will produce the same results on any computer.

Floating Point Values
When you are specifying floating point literals they are of type double by default, so 1.0 and 345.678 are both of type double. When you want to specify a value of type float, you just append an f, or an F, to the value, so 1.0f and 345.678F are both constants of type float. If you are new to programming it is important to note that you must not include commas as separators when specifying numerical values in your program code. Where you might normally write a value as 99,786.5, in your code you must write it without the comma, as 99786.5.

When you need to write very large or very small floating point values, you will usually want to write them with an exponent - that is, as a decimal value multiplied by a power of 10. You can do this in Java by writing the number as a decimal value followed by an E, or an e, preceding the power of 10 that you require. For example, the distance from the Earth to the Sun is approximately 149,600,000 kilometers, more conveniently written as 1.496E8. Since the E (or e) indicates that what follows is the exponent, this is equivalent to 1.496x108. At the opposite end of the scale, the mass of an electron is around 0.0000000000000000000000000009 grams. This is much more convenient, not to say more readable, when it is written as 9.0E-28 grams.

Declaring Floating Point Variables
You declare floating point variables in a similar way to that we've already used for integers. We can declare and initialize a variable of type double with the statement:

double sunDistance = 1.496E8;

Declaring a variable of type float is much the same. For example:

float electronMass = 9E-28F;

You can of course declare more than one variable of a given type in a single statement:

float hisWeight = 185.2F, herWeight = 108.5F;

Note that you must put the F or f for literals of type float. If you leave it out, the literal will be of type double, and the compiler won't convert it automatically to type float.

Now that we know how to declare and initialize variables of the basic types, we are nearly ready to write a program. We just need to look at how to calculate and store the results of a calculation.

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Arithmetic Calculations
You store the result of a calculation in a variable by using an assignment statement. An assignment statement consists of a variable name followed by an assignment operator, followed by an arithmetic expression, followed by a semicolon. Here is a simple example of an assignment statement:

numFruit = numApples + numOranges; // Calculate the total fruit

Here, the assignment operator is the = sign. The value of the expression to the right of the = sign is calculated and stored in the variable that appears to the left of the = sign. In this case, the values in the variables numApples and numOranges are added together and the result is stored in the variable numFruit. Of course, we would have to declare all three variables before this statement.

Incrementing a variable by a given amount is a common requirement in programming. Look at the following assignment statement:

numApples = numApples + 1;

The result of evaluating the expression on the right of the = is one more than the value of numApples. This result is stored back in the variable numApples, so the overall effect of executing the statement is to increment the value in numApples by 1. We will see an alternative, more concise, way of producing the same effect shortly.

You can write multiple assignments in a single statement. Suppose you have three variables a, b, and c, of type int, and you want to set all three to 777. You can do this with the statement:

a = b = c = 777;

Note that an assignment is different from initialization in a declaration. Initialization causes a variable to have the value of the constant that you specify when it is created. An assignment involves copying data from one place in memory to another. For the assignment statement above, the compiler will have allocated some memory (4 bytes) to store the constant 777 as type int. This value will then be copied to the variable c. The value in c will be extracted and copied to b. Finally the value in b will be copied to a. (However, strictly speaking, the compiler may optimize these assignments when it compiles the code to reduce the inefficiency of performing successive assignments of the same value in the way I have described.)

With simple assignments of a constant value to a variable of type short or byte, the constant will be stored as the type of the variable on the left of the =, rather than type int. For example:

short value = 0;
value = 10;

This declaration, when compiled and run, will allocate space for the variable value, and arrange for its initial value to be 0. The assignment operation needs to have 10 available as an integer literal of type short, occupying 2 bytes, because value is of type short. The value 10 will then be copied to the variable value.

Now let's look in more detail at how we can perform calculations with integers.

Integer Calculations
The basic operators you can use on integers are +, -, *, and /, which have the usual meanings - add, subtract, multiply, and divide, respectively. Each of these is a binary operator; that is, they combine two operands to produce a result, 2 + 3 for example. An operand is a value to which an operator is applied. The priority or precedence that applies when an expression using these operators is evaluated is the same as you learnt at school. Multiplication and division are executed before any addition or subtraction operations, so the expression:

20 - 3*3 - 9/3
will produce the value 8, since it is equivalent to 20 - 9 - 3.

As you will also have learnt in school, you can use parentheses in arithmetic calculations to change the sequence of operations. Expressions within parentheses are always evaluated first, starting with the innermost when they are nested. Therefore the expression:

(20 - 3)*(3 - 9)/3
is equivalent to 17*(-6)/3 which results in -34.

Of course, you use these operators with variables that store integer values as well as integer literals. You could calculate a value for area of type int from values stored in the variables length and breadth, also of type int, by writing:

area = length * breadth;

The arithmetic operators we have described so far are binary operators, so called because they require two operands. There are also unary versions of the + and - operators that apply to a single operand to the right of the operator. Note that the unary - operator is not just a sign, as in a literal such as -345, it is an operator that has an effect. When applied to a variable it results in a value that has the opposite sign to that of the value stored in the variable. For example, if the variable count has the value -10, the expression -count has the value +10. Of course, applying the unary + operator to the value of a variable results in the same value.

Let's try out some simple arithmetic in a working console application.

Try It Out - Apples and Oranges (or Console Yourself)
Key in this example and save it in a file Fruit.java. You will remember from the last chapter that each file will contain a class, and that the name of the file will be the same as that of the class with the extension .java. Store the file in a directory that is separate from the hierarchy containing the SDK. You can give the directory any name that you want, even the name Fruit if that helps to identify the program that it contains.

public class Fruit {
public static void main(String[] args) {
// Declare and initialize three variables
int numOranges = 5; // Count of oranges
int numApples = 10; // Count of apples
int numFruit = 0; // Count of fruit

numFruit = numOranges + numApples; // Calculate the total fruit count
// Display the result
System.out.println("A totally fruity program");
System.out.println("Total fruit is " + numFruit);
}
}

Just to remind you, to compile this program using the SDK, first make sure that the current directory is the one containing your source file, and execute the command:

javac Fruit.java
As we noted in the previous chapter, you may need to use the -classpath option if the CLASSPATH environment variable has been defined. If there are no errors, this will generate a file, Fruit.class, in the same directory, and this file contains the byte codes for the program. To execute the program you then invoke the Java interpreter with the class name for your application program:

java Fruit
In some Java development environments, the output may not be displayed long enough for you to see it. If this is the case, you can add a few lines of code to get the program to wait until you press Enter before it ends. The additional lines to do this are shown shaded in the following listing:

import java.io.IOException; // For code that delays ending the program

public class Fruit {
public static void main(String[] args) {
// Declare and initialize three variables
int numOranges = 5; // Count of oranges
int numApples = 10; // Count of apples
int numFruit = 0; // Count of fruit

numFruit = numOranges + numApples; // Calculate the total fruit count

// Display the result
System.out.println("A totally fruity program");
System.out.println("Total fruit is " + numFruit);
// Code to delay ending the program
System.out.println("(press Enter to exit)");

try {
System.in.read(); // Read some input from the keyboard

} catch (IOException e) { // Catch the input exception
return; // and just return
}
}
}
We won't go into this extra code here. If you need to, just put it in for the moment. You will understand exactly how it works later in the book.

The stuff between parentheses following main - that is String[] args - provides a means of accessing data that passed to the program from the command line when you run it. We will be going into this in detail later on so you can just ignore it for now, though you must always include it in the first line of main().

All that additional code in the body of the main() method just waits until you press Enter before ending the program. If necessary, you can include this in all of your console programs to make sure they don't disappear before you can read the output. It won't make any difference to how the rest of the program works. We will defer discussing in detail what is happening in the bit of code that we have added until we get to exceptions in Chapter 7.

If you run this program with the additional code, the output will be similar to the following window:


The basic elements in the original version of the program are shown below:


Our program consists of just one class, Fruit, and just one method, main(). Execution of an application always starts at the first executable statement in the method main(). There are no objects of our class Fruit defined, but the method main() can still be executed because we have specified it as static. The method main() is always specified as public and static and with the return type void. We can summarize the effects of these on the method as:

public
Specifies that the method is accessible from outside the Fruit class.

static
Specifies that the method is a class method that is to be executable, even though no class objects have been created. (Methods that are not static can only be executed for a particular object of the class, as we will see in Chapter 5.)

void
Specifies that the method does not return a value.


Don't worry if these are not completely clear to you at this point - you will meet them all again later.

The first three statements in main() declare the variables numOranges, numApples, and numFruit to be of type int and initialize them to the values 5, 10, and 0 respectively. The next statement adds the values stored in numOranges and numApples, and stores the result, 15, in the variable numFruit. We then generate some output from the program.

Producing Output
The next two statements use the method println() which displays text output. The statement looks a bit complicated but it breaks down quite simply:


The text between double quotes, "A totally fruity program", is a character string. Whenever you need a string constant, you just put the sequence of characters between double quotes.

You can see from the annotations above how you execute methods that belong to an object. Here we execute the method println() which belongs to the object out, which, in turn, is a static variable of the class System. Because the object out is static, it will exist even if there are no objects of type System in existence. This is analogous to the use of the keyword static for the method main().

Most objects in a program are not static members of a class though, so calling a method for an object typically just involves the object name and the method name. For instance, if you guessed from the last example that to call the putHatOn() method for an object cowboyHat, of type Hat introduced in Chapter 1, you would write:

cowboyHat.putHatOn();

you would be right. Don't worry if you didn't though. We will be going into this again when we get to look at classes in detail. For the moment, any time we want to output something as text to the console, we will just write,

System.out.println( whateverWeWantToDisplay );

with whatever data we want to display plugged in between the parentheses.

Thus the second statement in our example:

System.out.println("Total fruit is " + numFruit);

outputs the character string "Total fruit is " followed by the value of numFruit converted to characters, that is 15. So what's the + doing here - it's obviously not arithmetic we are doing, is it? No, but the plus has a special effect when used with character strings - it joins them together. But numFruit is not a string, is it? No, but "Total fruit is " is, and this causes the compiler to decide that the whole thing is an expression working on character strings. It therefore converts numFruit to a character string to be compatible with the string "Total fruit is " and tacks it on the end. The composite string is then passed to the println() method. Dashed clever, these compilers.

If you wanted to output the value of numOranges as well, you could write:

System.out.println("Total fruit is " + numFruit
+ " and oranges = " + numOranges);

Try it out if you like. You should get the output:

Total fruit is 15 and oranges = 5

Integer Division and Remainders
When you divide one integer by another and the result is not exact, any remainder is discarded, so the final result is always an integer. The division 3/2, for example, produces the result 1, and 11/3 produces the result 3. This makes it easy to divide a given quantity equally amongst a given number of recipients. To divide numFruit equally between four children, you could write:

int numFruitEach = 0; // Number of fruit for each child
numFruitEach = numFruit/4;

Of course, there are circumstances where you may want the remainder and on these occasions you can calculate the remainder using the modulus operator, %. If you wanted to know how many fruit were left after dividing the total by 4, you could write:

int remainder = 0;
remainder = numFruit % 4; // Calculate the remainder after division by 4

You could add this to the program too if you want to see the modulus operator in action. The modulus operator has the same precedence as multiplication and division, and is therefore executed in a more complex expression before any add or subtract operations.

The Increment and Decrement Operators
If you want to increment an integer variable by one, instead of using an assignment you can use the increment operator, which is written as two successive plus signs, ++. For example, if you have an integer variable count declared as:

int count = 10;

you can then write the statement:

++count; // Add 1 to count

which will increase the value of count to 11. If you want to decrease the value of count by 1 you can use the decrement operator, --:

--count; // Subtract 1 from count

At first sight, apart from reducing the typing a little, this does not seem to have much of an advantage over writing:

count = count - 1; // Subtract 1 from count

One big advantage of the increment and decrement operators is that you can use them in an expression. Try changing the arithmetic statement calculating the sum of numApples and numOranges in the previous example:

public class Fruit {
public static void main(String[] args) {
// Declare and initialize three variables
int numOranges = 5;
int numApples = 10;
int numFruit = 0;

// Increment oranges and calculate the total fruit
numFruit = ++numOranges + numApples;

System.out.println("A totally fruity program");
// Display the result
System.out.println("Value of oranges is " + numOranges);
System.out.println("Total fruit is " + numFruit);
}
}
The lines that have been altered or added have been highlighted. In addition to the change to the numFruit calculation, an extra statement has been added to output the final value of numOranges. The value of numOranges will be increased to 6 before the value of numApples is added, so the value of fruit will be 16. You could try the decrement operation in the example as well.

A further property of the increment and decrement operators is that they work differently in an expression depending on whether you put the operator in front of the variable, or following it. When you put the operator in front of a variable, as in the example we have just seen, it's called the prefix form. The converse case, with the operator following the variable, is called the postfix form. If you change the statement in the example to:

numFruit = numOranges++ + numApples;

and run it again, you will find that numOranges still ends up with the value 6, but the total stored in numFruit has remained 15. This is because the effect of the postfix increment operator is to change the value of numOranges to 6 after the original value, 5, has been used in the expression to supply the value of numFruit. The postfix decrement operator works similarly, and both operators can be applied to any type of integer variable.

As you see, no parentheses are necessary in the expression numOranges++ + numApples. You could even write it as numOranges+++numApples and it will still mean the same thing but it is certainly a lot less obvious what you mean. You could write it as (numOranges++) + numApples if you want to make it absolutely clear where the ++ operator belongs. It is a good idea to add parentheses to clarify things when there is some possibility of confusion.

Computation with Shorter Integer Types
All the previous examples have quite deliberately been with variables of type int. Computations with variables of the shorter integer types introduce some complications. With arithmetic expressions using variables of type byte or short, all the values of the variables are first converted to type int and the calculation is carried out in the same way as with type int - using 32-bit arithmetic. The result will therefore be type int - a 32-bit integer. As a consequence, if you change the types of the variables numOranges, numApples, and numFruit in the original version of the program to short, for example:

short numOranges = 5;
short numApples = 10;
short numFruit = 0;

then the program will no longer compile. The problem is with the statement:

numFruit = numOranges + numApples;

Since the expression numOranges + numApples produces a 32-bit result, the compiler cannot store this value in numFruit, as the variable numFruit is only 16-bits long. You must modify the code to convert the result of the addition back to a 16-bit number. You do this by changing the statement to:

numFruit = (short)(numOranges + numApples);

The statement now calculates the sum of numOranges and numApples and then converts or casts it to the type short before storing it in numFruit. This is called an explicit cast, and the conversion process is referred to as casting. The cast to type short is the expression (short), and the cast applies to whatever is immediately to the right of (short) so the parentheses around the expression numOranges + numApples are necessary. Without them the cast would only apply to the variable numOranges, which is a short anyway, and the code would still not compile. Similarly, if the variables here were of type byte, you would need to cast the result of the addition to the type byte.

The effect of the cast to short is just to take the least significant 16 bits of the result, discarding the most significant 16 bits. The least significant bits are those at the right hand end of the number because the bits in a binary number in Java increase in value from right to left. Thus the most significant bits are those at the left hand end. For the cast to type byte only the least significant 8 bits are kept. This means that if the magnitude of the result is such that more than 16 bits are necessary to represent it (or 8 bits in the case of a cast to byte), your answer will be wrong. You will get no indication from the compiler that this has occurred because it was you, after all, that expressly specified the cast and the compiler assumes that you know what you are doing. You should therefore avoid explicit casts in your programs unless they are absolutely essential.

An integer arithmetic operation involving a value of type long will always be carried using 64-bit values. If the other number in such an operation is not of type long, it will be cast to long before the operation is executed. For example:

long result = 0;
long factor = 10L;
int number = 5;
result = factor*number;

To execute the last statement, because the variable, factor, is of type long, the multiplication will be carried out using long values. The value stored in the variable, number, will be converted to type long, and that will be multiplied by the value of factor.

All other integer arithmetic operations involving types other than long are carried out with 32-bit values. Thus, you only really need to consider two kinds of integer literals:

The type long for operations with 64-bit values where the value has an L appended

The type int for operations with 32-bit values for all other cases where there is no L at the end of the number

Errors in Integer Arithmetic
If you divide an integer value by zero, no sensible result can be produced so an exception will be thrown. An exception is the way of signaling errors in Java that we will discuss in detail in Chapter 7. Using the % operator with a variable or expression for the right hand operand that has a zero value will also cause an exception to be thrown.

Note that if an integer expression results in a value that is outside the range of the type of the result, the result will be truncated to the number of bits for the type you are using and therefore will be incorrect, but this will not be indicated in any way. It is up to you to make sure that the integer types that you are using in your program are always able to accommodate any value that might be produced by your calculations. Problems can arise with intermediate results in some situations. Even when the ultimate result of an expression is within the legal range, if any intermediate calculation is outside the range it will be truncated causing an incorrect result to be produced. To take a trivial example - if you multiply 1000000 by 2000000 and divide by 500000 using type int, you will not obtain the correct result if the multiplication is executed first, because the result of the multiplication exceeds the maximum that can be stored as type int. Obviously where you know this sort of problem can occur, you may be able to circumvent it by using parentheses to make sure the division takes place first - but you need to remember that integer division produces an integer result, so a different sequence of execution can produce a different answer.

Floating Point Calculations
The four basic arithmetic operators, +, -, *, /, are also available for use in floating point expressions. We can try some of these out in another version of the Fruit program which we'll call AverageFruit.

Try It Out - Average Fruit
Make the following changes to the Fruit.java file, and save this as AverageFruit.java. If necessary, you can add in the code we used earlier to make the program wait for the Enter key to be pressed before finishing.

public class AverageFruit {
public static void main(String[] args) {
// Declare and initialize three variables
double numOranges = 50.0E-1; // Initial value is 5.0
double numApples = 1.0E1; // Initial value is 10.0
double averageFruit = 0.0;

averageFruit = (numOranges + numApples) / 2.0;

System.out.println("A totally fruity program");
System.out.println("Average fruit is " + averageFruit);
}
}

This will produce the output:

A totally fruity program
Average fruit is 7.5
The program just computes the average number of fruits by dividing the total by 2.0.

Important As you can see, we have used various representations for the initializing values for the variables in the program, which are now of type double. It's not the ideal way to write 5.0 but at least it demonstrates that you can write a negative exponent value.


Other Floating Point Operators
You can use ++ and -- with floating point variables, and they have the same effect as with integer variables, incrementing or decrementing the floating point variable to which they are applied by 1.0. You can use them in prefix or postfix form, and their operation in each case is the same as with integer variables.

You can apply the modulus operator, %, to floating point values too. For the operation.

floatOperand1 % floatOperand2
the result will be the floating point remainder after dividing floatOperand2 into floatOperand1 an integral number of times. For example, the expression 12.6 % 5.1 will give the result 2.4.

Error Conditions in Floating Point Arithmetic
There are two error conditions that are signaled by a special result value being generated. One occurs when a calculation produces a value which is outside the range that can be represented, and the other arises when the result is mathematically indeterminate, such as when your calculation is effectively dividing zero by zero.

To illustrate the first kind of error we could use a variable to specify the number of types of fruit. We could define the variable:

double fruitTypes = 2.0;

and then rewrite the calculation as:

averageFruit = (numOranges + numApples) / fruitTypes;

This in itself is not particularly interesting, but if we happened to set fruitTypes to 0.0, the output from the program would be:

A totally fruity program
Average fruit is Infinity

The value Infinity indicates a positive but effectively infinite result, in that it is greater than the largest number that can be represented as type double. A negative infinite result would be output as-Infinity. You don't actually need to divide by zero to produce this effect; any calculation, that generates a value that exceeds the maximum value that can be represented as type double will have the same effect. For example, repeatedly dividing by a very small number, such as 1.0E-300, will yield an out-of-range result.

If you want to see what an indeterminate result looks like, you can replace the statement to calculate averageFruit with:

averageFruit = (numOranges - 5.0)/(numApples - 10.0);

This statement doesn't make much sense but it will produce an indeterminate result. The value of averageFruit will be output as NaN. This value is referred to as Not-a-Number, indicating an indeterminate value. A variable with an indeterminate value will contaminate any subsequent expression in which it is used, producing the same result of NaN.

A value that is Infinity or -Infinity will be unchanged when you add, subtract, or multiply by finite values, but if you divide any finite value by Infinity or -Infinity the result will be zero.

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Mixed Arithmetic Expressions
You can mix values of the basic types together in a single expression. The way mixed expressions are treated is governed by some simple rules that apply to each operator in such an expression. The rules, in the sequence in which they are checked, are:

If either operand is of type double, the other is converted to double before the operation is carried out.

If either operand is of type float, the other is converted to float before the operation is carried out.

If either operand is of type long, the other is converted to long before the operation is carried out.

The first rule in the sequence that applies to a given operation is the one that is carried out. If neither operand is double, float, or long, they must be int, short, or byte, so they use 32-bit arithmetic as we saw earlier.

Explicit Casting
It may well be that the default treatment of mixed expressions listed above is not what you want. For example, if you have a double variable result, and you compute its value using two int variables three and two with the values 3 and 2 respectively, with the statement:

result = 1.5 + three/two;

the value stored will be 2.5, since three/two will be executed as an integer operation and will produce the result 1. You may have wanted the term three/two to produce the value 1.5 so the overall result would be 3.0. You could do this using an explicit cast:

result = 1.5 + (double)three/two;

This causes the value stored in three to be converted to double before the divide operation takes place. Then rule 1 applies for the divide operation, and the operand two is also converted to double before the divide is executed. Hence the value of result will be 3.0.

Important You can cast any of the basic types to any other, but you need to take care that you don't lose information when you do so. Obviously casting from a larger integer type to a smaller has the potential for losing information, as does casting any floating point value to an integer. Casting from double to float can also produce effective infinity when the original value is greater than the maximum value for a float.


Casting in Assignments
When the type of the result of an expression on the right of an assignment statement differs from the type of the variable on the left, an automatic cast will be applied as long as there is no possibility of losing information. If you think of the basic types that we have seen so far as being in the sequence:

byte -> short -> int -> long -> float -> double

then an automatic conversion will be made as long as it is upwards through the sequence, that is, from left to right. If you want to go in the opposite direction, from double to float or long, for example, then you must use an explicit cast.

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that is all I got, Hope it helps some of you.

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and I've got 7 tutorials somewhere...they're over on RRFN.

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I've looked at JAVA before I started programming in any other language. Now, knowing C/C++, VB, COBOL, PowerHouse, I don't get a grip on JAVA still. Is it just me or does the fact that people keep saying it's easy to learn not make it ture? I've had a look at JAVA and now being taught JAVA I still don't get it. Right now it's not so much syntax as is the difficulty it is to use the damn source code. If you want to change the source on another system then you have to go through a long drawn out process where I am currently stuck. Why can't I just open Sun ONE and open a source file and compile it? Why does it have to do everything the same way every time to be able to compile or run? Why do I non-cescently [censored] about things I can't do? Noone, me anyway, will ever know.


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