Introduction to Programming Using Java
Version 5.0, December 2006
(Version 5.0.2, with minor corrections, November 2007)
David J. Eck
Hobart and William Smith Colleges
This is a PDF version of an on-line book that is available at
htt p : //math. hws. edu/j avanotes/. The PDF does not include
source code files, solutions to exercises, or answers to quizzes, but
it does have external links to these resources, shown in blue.
In addition, each section has a link to the on-line version.
The PDF also has internal links, shown in red. These links can
be used in Acrobat Reader and some other PDF reader programs.
ii
©1996-2007, David J. Eck
David J. Eck (eck(hws.edu)
Department of Mathematics and Computer Science
Hobart and William Smith Colleges
Geneva, NY 14456
This book can be distributed in unmodified form with no restrictions.
Modified versions can be made and distributed provided they are distributed
under the same license as the original. More specifically: This work is
licensed under the Creative Commons Attribution-Share Alike 2.5 License.
To view a copy of this license, visit http://creativecommons.org/licenses/by-
sa/2.5/ or send a letter to Creative Commons, 543 Howard Street, 5th
Floor, San Francisco, California, 94105, USA.
The web site for this book is: http://math.hws.edu/javanotes
i
09
67
67
77
77
97
97
97
Jf7J
017
U
0T
811
Ii
8I
8T
LI
x
" " " " " " 1.
salc C,
1_
SJUOJUOJ
6TT
!TT
C11J
01TT
OTT
66
86
86
£6
96
£6
£76
06
88
88
88
98
J8
6L
8£
9
T9
9
09
09
TIT v s')
CS' T ,.
ITT
-ut
v v v v
scl(
pal:
t v ,
j" S-K-4
.
ii
11 SLLNELLNOD
681 " " " " " " " " " " " " . _
£81 " " " " " " " " " " " " " " " " "
181 " " " " " " " " " " "
081 " " " " " " " " " " " " " " " "
-t( ,s
1 . . . . . . . . . . . . . . . . . ..T ; ,
ILIT . . . . . . . . . . . .
LzIST
IL " " " " " " " " ""T , ,
OL T . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
99lIST . . . . . . . . . . . . . .
X1 .. . . . T . . . .
£9 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . ..'.
M I . . . . . . . . . . . . . . . . . . . . :
6 9T . . . . . . . . . . . . . . . . . .
9 J . . . . . . . . . . . . . . . . . . . . . . . . . . . .. y -
C9T
611 . . . . . . . . . . . . . . . . . . . . . . . . . . . . "
951 1
fiSTj,_pu--,, ,
v -,s CvST _ S~-i
1ST.. ..
614 . . . . . . . . ,k
£1 . . . . ..71 . . . . . . .
814
144 . . . . . . . . . . . . . . . . .
.SK
0 . . . . . . . . . . ..T
-v ir
iii
111 SLLNELLNOD
0%
9%
6T~
0TH~
9%
8lK
60N
90N
8T7
" " " " " " " " " " " " " " "
" " " " " " " " " " " " " " "
" " " " " " " " " " " " " " "
" " " " " " " " " " " " " " "
v r
v yr\; v
_ v.
%'.( i; g;'\ " "' ti t
" " " " " " " " " " " " " " "
11.
:
:
-'s _
..
-.;_
.. .;
. \_.."
_' '
Al
Al SLLNELLNOD
TJ7
T J .. . . . . . . .
.Of. ..7 . . .
0.O ....
8T . . . . . . . . . . . . . ..h_
9sT-
.9 . . . . . . . . . . . . . h -
ON . . . . . . . . . . . . . . . . . .
toic
T6R
60C " " " " " " " " " " " " . . . . . . .
Z8 " " " " " " " " " " " " " . . . . . .
M c . . . . . . . . . . . . . . . .
aO8_t
RU .. .. .
I6 . . . . . . . . . . . . . . . .
68.L . . . . . . . . . . . . ,. .
LB . . . . . . . . . . . . . . . ,
T8 . . . . . . . . . . . . .
08 K . . . . . . . . . . . . . . . . . . .
A
A ~SLLNELLNOD
CONTENTS v
vi
350
..................................352
..........:.......................355
. .::.:...........................................362
............................................... 368
.'' 370
.......:-:........................375
......._.:..........................375
...........................................378
N ' '383
.......v "-.........o ......................389
.....*.;.. ...........................390
..............................................393
................................396
t_ v~~... ......... ..."..,:. . .. . .. . .. . .. . .. . .. . .. . ..397
................................401
--; . .";., i.. i ,o v... :^ VA it'oIt. .i d. .. ..... ......... ......402
...............................................405
..............................409
...............................416
...............................................421
~nd ltecusion423
..................................................423
................................426
..................................431
.........................................435
.........................................435
CONTENTS vii
94 ",.,.................................455
................................456
92.................................458
*.-* .n~~~~.. . .., ."..... .. .... * ^., 1;;\io ."\\\ .. .. .. .. .. .. .. .. .. .. . .. . .. . .. . .... 63
.......... ...............................6
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
:..\ \.........,...............................................472
47 . E ;,. .- :. --,,. -.,. . . . . . . . . . . . .. . . . . . . . . . . . . 475
0.................. .: 9 . . ..... . . .. . . ... .. .. .. .. .. .. .. .. .. . 47
0r.'*o 1: . + o. **:nr*nn vmG* * ' * * C ollectin C4as)sNes 480
10.1 480
:.t.......................................482
0 .; .-. ..... .--_, ..................483
*....................................484
...........(:"..+.........................486
0.1.................................487
..... .. \_.\._....... x11........ ..................9
10. (NistsN'N Set 491
.......... is .... .......................494
..............................498
, . ...-\: ..................................499
1... S 506
\.... ..\:La:.......... .. . : ....................0
10.4 b + _... N'Nr'NN[: .:I\%. i. . ~...-... "\................"" "" "" "510
.r:CNa \, ._.9a3+.. . . . . . . . . . . . . . 1
10,,4515
A" +-^ \\\ i-* i1,o,'......i ............. . . .. . .. . . .. . .. . .. . .. . ....516
...............................1
. N . . . . . . . . . . . . . . . . . 2
S\- " ; le ... ..._e" .... .a\. .. . .. . .. . ... .. . .. . .. . .. . ... ...526
. .+. .. _ ....... ,...........................530
"N N .1x1 _ __- N \: N . 3 G' :.)..*- .\"" 5 3 1 " " " " " " " " "
1.1, 1.4 <_ ~- V ; NN 535
CONTENTS viii
-, : --a. . . . . . . . . . . . . ..l. . . . 538
Seiaied _ : 539
. . . . . . . . . . . . . . . . . . . . . . . . 540
................................540
11 .........a -:-- ............................546
,.......................................548
_ .-__ ; ,,, - , ,, . - .le. _*..-:...ni- .. . .. . . .. . .. . .. . .. . .. . .. . .. . .. . . .... 549
.........................................551
........................................553
. , :, . .:- ;_ ~555
_. 568
11A.1 _+. . . . . . ..\. . . . . . . . . . . . . .572
151 -N w_....................s.. .. .. .. .. .. .. .. .. .. . . .. ..579
...,, -. +' 44 +- ;N' \:4" ;... . . . . . . . . . . . . . . . . . 59
1-, \.. _, . ..,. . . . ..-. . . . . . . . .592
i--,.-.......::.... -- ................................600
Qui t- .,.............................603
1.................................................610
,'...............................613
25..;......................................615
1-. * .. .+...........................617
--- : f, ^ .-.. :. _ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
122~~~~...... ... . ... ... ... .... ... ... ... ... ... ... ..620
CONTENTS ix
.............................................638
M ; . ,_._639
- . - .. . . . . . . . . . . . 640
3 . . . . . . . . . . . . . . . . . . . . . . 643
.................................647
........................................648
. . . . . . . . . . . . . . . . . . . . . . . . . . 653
1, , C. . . . . . . . . . . . . . . 655
1..............................657
12.....:...................................661
q........................................................664
.. .. .. .. .. .. . .. .. .. .. .. .. . .. .. .. .. .. .. 6
668
Preface
INTRODUCTION TO PROGRAMMING USING JAVA is a free introductory computer programming
textbook that uses Java as the language of instruction. It is suitable for use in an introductory
programming course and for people who are trying to learn programming on their own. There
are no prerequisites beyond a general familiarity with the ideas of computers and programs.
There is enough material for a full year of college-level programming. Chapters 1 through 7
can be used as a textbook in a one-semester college-level course or in a year-long high school
course.
This version of the book covers "Java 5.0", and many of the examples use features that were
not present in earlier versions of Java. (Sometimes, you will see this version of Java referred
to as Java 1.5 instead of Java 5.0.) Note that Java applets appear throughout the pages of the
on-line version of this book. Many of those applets will be non-functional in Web browsers that
do not support Java 5.0.
The home web site for this book is http://math.hw~s.ed u/javanotes/. The page at that
address contains links for downloading a copy of the web site and for downloading a PDF
version of the book.
In style, this is a textbook rather than a tutorial. That is, it concentrates on explaining
concepts rather than giving step-by-step how-to-do-it guides. I have tried to use a conversational
writing style that might be closer to classroom lecture than to a typical textbook. You'll
find programming exercises at the end of most chapters, and you will find a detailed solution
for each exercise, with the sort of discussion that I would give if I presented the solution in
class. (Solutions to the exercises can be found in the on-line version only.) I strongly advise
that you read the exercise solutions if you want to get the most out of this book. This is
certainly not a Java reference book, and it is not even close to a comprehensive survey of all
the features of Java. It is not written as a quick introduction to Java for people who already
know another programming language. Instead, it is directed mainly towards people who are
learning programming for the first time, and it is as much about general programming concepts
as it is about Java in particular. I believe that Introduction to Programming using Java is
fully competitive with the conventionally published, printed programming textbooks that are
available on the market. (Well, all right, I'll confess that I think it's better.)
There are several approaches to teaching Java. One approach uses graphical user interface
programming from the very beginning. Some people believe that object oriented programming
should also be emphasized from the very beginning. This is not the approach that I take. The
approach that I favor starts with the more basic building blocks of programming and builds
from there. After an introductory chapter, I cover procedural programming in Chapters 2, 3,
and 4. Object-oriented programming is introduced in Chapter 5. Chapters 6 covers the closely
related topic of event-oriented programming and graphical user interfaces. Arrays are covered in
Chapter 7. Chapter 8 marks a turning point in the book, moving beyond the fundamental ideas
x
PREFACE
xi
of programming to cover more advanced topics. Chapter 8 is mostly about writing robust and
correct programs, but it also has a section on parallel processing and threads. Chapters 9 and
10 cover recursion and data structures, including the Java Collection Framework. Chapter 11 is
about files and networking. Finally, Chapter 12 returns to the topic of graphical user interface
programming to cover some of Java's more advanced capabilities.
Major changes have been made in the fifth edition. Perhaps the most significant change is
the use of parameterized types in the chapter on generic programming. Parameterized types
Java's version of templates-were the most eagerly anticipated new feature in Java 5.0.
Other new features in Java 5.0 are also covered. Enumerated types are introduced, although
they are not covered in their full complexity. The "for-each" loop is covered and is used
extensively. Formatted output is also used extensively, and the Scanner class is covered (though
not until Chapter 11). Static import is covered briefly, as are variable arity methods.
The non-standard TextIO class that I use for input in the first half of the book has been
rewritten to support formatted output. I have also added some file I/O capabilities to this class
to make it possible to cover some examples that use files early in the book.
Javadoc comments are covered for the first time in this edition. Almost all code examples
have been revised to use Javadoc-style comments.
The coverage of graphical user interface programming has been reorganized, much of it has
been rewritten, and new material has been added. In previous editions, I emphasized applets.
Stand-alone GUI applications were covered at the end, almost as an afterthought. In the fifth
edition, the emphasis on applets is gone, and almost all examples are presented as stand-alone
applications. However, applet versions of each example are still presented on the web pages of
the on-line version of the book. The chapter on advanced GUI programming has been moved
to the end, and a significant amount of new material has been added, including coverage of
some of the features of Graphics2D.
Aside from the changes in content, the appearance of the book has been improved, especially
the appearance of the PDF version. For the first time, the quality of the PDF approaches that
of conventional textbooks.
The latest complete edition of Introduction to Programming using Java is always available
on line at http://math.hws.edu/javanotes/. The first version of the book was written in 1996,
and there have been several editions since then. All editions are archived at the following Web
addresses:
" First edition: http://math.hws.edu/eck/cs124/javanotes1/ (Covers Java 1.0.)
" Second edition: http://math.hws.edu/eck/cs124/javanotes2/ (Covers Java 1.1.)
" Third edition: http://math.hws.edu/eck/cs124/javanotes3/ (Covers Java 1.1.)
* Fourth edition: http://math{.hsxr.edIu/eck/cs1I24/jaanote4/ (Covers Java 1.4.)
* Fifth edition: http://matih hwsedu/eck/cs124/javanotes5/ (Covers Java 5.0.)
Introduction to Programming using Java is free, but it is not in the public domain. As of
Version 5.0, it is published under the terms of the Creative Commons Attribution-Share Alike
2.5 License. To view a copy of this license, visit http://creativecommons~org/icenes/by-sa/2.5r/
or send a letter to Creative Commons, 543 Howard Street, 5th Floor, San Francisco, Califor-
nia, 94105, USA. This license allows redistribution and modification under certain terms. For
example, you can:
PREFACE xii
* Post an unmodified copy of the on-line version on your own Web site (including the parts
that list the author and state the license under which it is distributed!).
* Give away or sell printed, unmodified copies of this book, as long as they meet the re-
quirements of the license.
* Make modified copies of the complete book or parts of it and post them on the web or
otherwise distribute them, provided that attribution to the author is given, the modifica-
tions are clearly noted, and the modified copies are distributed under the same license as
the original. This includes translations to other languages.
While it is not actually required by the license, I do appreciate hearing from people who
are using or distributing my work.
A technical note on production: The on-line and PDF versions of this book are created
from a single source, which is written largely in XML. To produce the PDF version, the XML
is processed into a form that can be used by the TeX typesetting program. In addition to XML
files, the source includes DTDs, XSLT transformations, Java source code files, image files, a
TeX macro file, and a couple of scripts that are used in processing. I have not made the source
materials available for download, since they are not in a clean enough form to be publishable,
and because it would require a fair amount of expertise to make any use of them. However,
they are not meant to be secret, and I am willing to make them available on request.
Professor David J. Eck
Department of Mathematics and Computer Science
Hobart and William Smith Colleges
Geneva, New York 14456, USA
Email: eck~hws.edu
WWW: http://math.hws.edu/eck/
Chapter 1
Overview: The Mental Landscape
WHEN YOU BEGIN a journey, it's a good idea to have a mental map of the terrain you'll
be passing through. The same is true for an intellectual journey, such as learning to write
computer programs. In this case, you'll need to know the basics of what computers are and
how they work. You'll want to have some idea of what a computer program is and how one is
created. Since you will be writing programs in the Java programming language, you'll want to
know something about that language in particular and about the modern, networked computing
environment for which Java is designed.
As you read this chapter, don't worry if you can't understand everything in detail. (In fact,
it would be impossible for you to learn all the details from the brief expositions in this chapter.)
Concentrate on learning enough about the big ideas to orient yourself, in preparation for the
rest of the book. Most of what is covered in this chapter will be covered in much greater detail
later in the book.
1.1 The Fetch and Execute Cycle: Machine Language
A COMPUTER IS A COMPLEX SYSTEM consisting of many different components. But at the (online)
heart-or the brain, if you want-of the computer is a single component that does the actual
computing. This is the Central Processing Unit, or CPU. In a modern desktop computer,
the CPU is a single "chip" on the order of one square inch in size. The job of the CPU is to
execute programs.
A program is simply a list of unambiguous instructions meant to be followed mechanically
by a computer. A computer is built to carry out instructions that are written in a very simple
type of language called machine language. Each type of computer has its own machine
language, and the computer can directly execute a program only if the program is expressed in
that language. (It can execute programs written in other languages if they are first translated
into machine language.)
When the CPU executes a program, that program is stored in the computer's main mem-
ory (also called the RAM or random access memory). In addition to the program, memory
can also hold data that is being used or processed by the program. Main memory consists of a
sequence of locations. These locations are numbered, and the sequence number of a location
is called its address. An address provides a way of picking out one particular piece of informa-
tion from among the millions stored in memory. When the CPU needs to access the program
instruction or data in a particular location, it sends the address of that information as a sig-
nal to the memory; the memory responds by sending back the data contained in the specified
1
CHAPTER 1. THE MENTAL LANDSCAPE
2
location. The CPU can also store information in memory by specifying the information to be
stored and the address of the location where it is to be stored.
On the level of machine language, the operation of the CPU is fairly straightforward (al-
though it is very complicated in detail). The CPU executes a program that is stored as a
sequence of machine language instructions in main memory. It does this by repeatedly reading,
or fetching, an instruction from memory and then carrying out, or executing, that instruc-
tion. This process-fetch an instruction, execute it, fetch another instruction, execute it, and so
on forever-is called the fetch-and-execute cycle. With one exception, which will be covered
in the next section, this is all that the CPU ever does.
The details of the fetch-and-execute cycle are not terribly important, but there are a few
basic things you should know. The CPU contains a few internal registers, which are small
memory units capable of holding a single number or machine language instruction. The CPU
uses one of these registers-the program counter, or PC-to keep track of where it is in the
program it is executing. The PC stores the address of the next instruction that the CPU should
execute. At the beginning of each fetch-and-execute cycle, the CPU checks the PC to see which
instruction it should fetch. During the course of the fetch-and-execute cycle, the number in the
PC is updated to indicate the instruction that is to be executed in the next cycle. (Usually,
but not always, this is just the instruction that sequentially follows the current instruction in
the program.)
A computer executes machine language programs mechanically-that is without under-
standing them or thinking about them-simply because of the way it is physically put together.
This is not an easy concept. A computer is a machine built of millions of tiny switches called
transistors, which have the property that they can be wired together in such a way that an
output from one switch can turn another switch on or off. As a computer computes, these
switches turn each other on or off in a pattern determined both by the way they are wired
together and by the program that the computer is executing.
Machine language instructions are expressed as binary numbers. A binary number is made
up of just two possible digits, zero and one. So, a machine language instruction is just a sequence
of zeros and ones. Each particular sequence encodes some particular instruction. The data that
the computer manipulates is also encoded as binary numbers. A computer can work directly
with binary numbers because switches can readily represent such numbers: Turn the switch on
to represent a one; turn it off to represent a zero. Machine language instructions are stored
in memory as patterns of switches turned on or off. When a machine language instruction
is loaded into the CPU, all that happens is that certain switches are turned on or off in the
pattern that encodes that particular instruction. The CPU is built to respond to this pattern
by executing the instruction it encodes; it does this simply because of the way all the other
switches in the CPU are wired together.
So, you should understand this much about how computers work: Main memory holds
machine language programs and data. These are encoded as binary numbers. The CPU fetches
machine language instructions from memory one after another and executes them. It does
this mechanically, without thinking about or understanding what it does-and therefore the
program it executes must be perfect, complete in all details, and unambiguous because the CPU
can do nothing but execute it exactly as written. Here is a schematic view of this first-stage
understanding of the computer:
CHAPTER 1. THE MENTAL LANDSCAPE
3
CPU
Program
counter:
110111000011
Data to memory
Data from memory
Memory
00101110
11010011
01010011
00010000
10111111
10100110
11101001
00000111
(Location 0)
(Location 1)
(Location 2)
(Location 3)
(Location 10)
z1bb i
Address for
reading/writing
data
10100110
00010001
00111110
1.2 Asynchronous Events: Polling Loops and Interrupts
THE CPU SPENDS ALMOST ALL of its time fetching instructions from memory and executing (online)
them. However, the CPU and main memory are only two out of many components in a real
computer system. A complete system contains other devices such as:
" A hard disk for storing programs and data files. (Note that main memory holds only a
comparatively small amount of information, and holds it only as long as the power is turned
on. A hard disk is necessary for permanent storage of larger amounts of information, but
programs have to be loaded from disk into main memory before they can actually be
executed.)
" A keyboard and mouse for user input.
" A monitor and printer which can be used to display the computer's output.
" A modem that allows the computer to communicate with other computers over telephone
lines.
" A network interface that allows the computer to communicate with other computers
that are connected to it on a network.
" A scanner that converts images into coded binary numbers that can be stored and
manipulated on the computer.
The list of devices is entirely open ended, and computer systems are built so that they can
easily be expanded by adding new devices. Somehow the CPU has to communicate with and
control all these devices. The CPU can only do this by executing machine language instructions
(which is all it can do, period). The way this works is that for each device in a system, there
is a device driver, which consists of software that the CPU executes when it has to deal
with the device. Installing a new device on a system generally has two steps: plugging the
device physically into the computer, and installing the device driver software. Without the
device driver, the actual physical device would be useless, since the CPU would not be able to
communicate with it.
CHAPTER 1. THE MENTAL LANDSCAPE
4
A computer system consisting of many devices is typically organized by connecting those
devices to one or more busses. A bus is a set of wires that carry various sorts of information
between the devices connected to those wires. The wires carry data, addresses, and control
signals. An address directs the data to a particular device and perhaps to a particular register
or location within that device. Control signals can be used, for example, by one device to alert
another that data is available for it on the data bus. A fairly simple computer system might
be organized like this:
CPU Empty Slot
for future
Memory Expansion
Input! Data bus
Output Address bus
Controller Control bus
Video Keyboard Network
Controller Interface
and
Monitor
Network Cable
Now, devices such as keyboard, mouse, and network interface can produce input that needs
to be processed by the CPU. How does the CPU know that the data is there? One simple idea,
which turns out to be not very satisfactory, is for the CPU to keep checking for incoming data
over and over. Whenever it finds data, it processes it. This method is called polling, since
the CPU polls the input devices continually to see whether they have any input data to report.
Unfortunately, although polling is very simple, it is also very inefficient. The CPU can waste
an awful lot of time just waiting for input.
To avoid this inefficiency, interrupts are often used instead of polling. An interrupt is
a signal sent by another device to the CPU. The CPU responds to an interrupt signal by
putting aside whatever it is doing in order to respond to the interrupt. Once it has handled
the interrupt, it returns to what it was doing before the interrupt occurred. For example, when
you press a key on your computer keyboard, a keyboard interrupt is sent to the CPU. The
CPU responds to this signal by interrupting what it is doing, reading the key that you pressed,
processing it, and then returning to the task it was performing before you pressed the key.
Again, you should understand that this is a purely mechanical process: A device signals an
interrupt simply by turning on a wire. The CPU is built so that when that wire is turned on,
the CPU saves enough information about what it is currently doing so that it can return to
the same state later. This information consists of the contents of important internal registers
such as the program counter. Then the CPU jumps to some predetermined memory location
and begins executing the instructions stored there. Those instructions make up an interrupt
handler that does the processing necessary to respond to the interrupt. (This interrupt handler
is part of the device driver software for the device that signalled the interrupt.) At the end of
CHAPTER 1. THE MENTAL LANDSCAPE
5
the interrupt handler is an instruction that tells the CPU to jump back to what it was doing;
it does that by restoring its previously saved state.
Interrupts allow the CPU to deal with asynchronous events. In the regular fetch-and-
execute cycle, things happen in a predetermined order; everything that happens is "synchro-
nized" with everything else. Interrupts make it possible for the CPU to deal efficiently with
events that happen "asynchronously," that is, at unpredictable times.
As another example of how interrupts are used, consider what happens when the CPU needs
to access data that is stored on the hard disk. The CPU can access data directly only if it is
in main memory. Data on the disk has to be copied into memory before it can be accessed.
Unfortunately, on the scale of speed at which the CPU operates, the disk drive is extremely
slow. When the CPU needs data from the disk, it sends a signal to the disk drive telling it
to locate the data and get it ready. (This signal is sent synchronously, under the control of a
regular program.) Then, instead of just waiting the long and unpredictalble amount of time
that the disk drive will take to do this, the CPU goes on with some other task. When the disk
drive has the data ready, it sends an interrupt signal to the CPU. The interrupt handler can
then read the requested data.
Now, you might have noticed that all this only makes sense if the CPU actually has several
tasks to perform. If it has nothing better to do, it might as well spend its time polling for input
or waiting for disk drive operations to complete. All modern computers use multitasking to
perform several tasks at once. Some computers can be used by several people at once. Since the
CPU is so fast, it can quickly switch its attention from one user to another, devoting a fraction
of a second to each user in turn. This application of multitasking is called timesharing. But a
modern personal computer with just a single user also uses multitasking. For example, the user
might be typing a paper while a clock is continuously displaying the time and a file is being
downloaded over the network.
Each of the individual tasks that the CPU is working on is called a thread. (Or a process;
there are technical differences between threads and processes, but they are not important here.)
At any given time, only one thread can actually be executed by a CPU. The CPU will continue
running the same thread until one of several things happens:
" The thread might voluntarily yield control, to give other threads a chance to run.
" The thread might have to wait for some asynchronous event to occur. For example, the
thread might request some data from the disk drive, or it might wait for the user to press
a key. While it is waiting, the thread is said to be blocked, and other threads have a
chance to run. When the event occurs, an interrupt will "wake up" the thread so that it
can continue running.
" The thread might use up its allotted slice of time and be suspended to allow other threads
to run. Not all computers can "forcibly" suspend a thread in this way; those that can
are said to use preemptive multitasking. To do preemptive multitasking, a computer
needs a special timer device that generates an interrupt at regular intervals, such as 100
times per second. When a timer interrupt occurs, the CPU has a chance to switch from
one thread to another, whether the thread that is currently running likes it or not.
Ordinary users, and indeed ordinary programmers, have no need to deal with interrupts and
interrupt handlers. They can concentrate on the different tasks or threads that they want the
computer to perform; the details of how the computer manages to get all those tasks done are
not important to them. In fact, most users, and many programmers, can ignore threads and
CHAPTER 1. THE MENTAL LANDSCAPE
6
multitasking altogether. However, threads have become increasingly important as computers
have become more powerful and as they have begun to make more use of multitasking. Indeed,
threads are built into the Java programming language as a fundamental programming concept.
Just as important in Java and in modern programming in general is the basic concept of
asynchronous events. While programmers don't actually deal with interrupts directly, they
do often find themselves writing event handlers, which, like interrupt handlers, are called
asynchronously when specified events occur. Such "event-driven programming" has a very
different feel from the more traditional straight-through, synchronous programming. We will
begin with the more traditional type of programming, which is still used for programming
individual tasks, but we will return to threads and events later in the text.
By the way, the software that does all the interrupt handling and the communication with
the user and with hardware devices is called the operating system. The operating system is
the basic, essential software without which a computer would not be able to function. Other
programs, such as word processors and World Wide Web browsers, are dependent upon the
operating system. Common operating systems include Linux, DOS, Windows 2000, Windows
XP, and the Macintosh OS.
1.3 The Java Virtual Machine
MACHINE LANGUAGE CONSISTS of very simple instructions that can be executed directly by (online)
the CPU of a computer. Almost all programs, though, are written in high-level programming
languages such as Java, Pascal, or C++. A program written in a high-level language cannot
be run directly on any computer. First, it has to be translated into machine language. This
translation can be done by a program called a compiler. A compiler takes a high-level-language
program and translates it into an executable machine-language program. Once the translation
is done, the machine-language program can be run any number of times, but of course it can only
be run on one type of computer (since each type of computer has its own individual machine
language). If the program is to run on another type of computer it has to be re-translated,
using a different compiler, into the appropriate machine language.
There is an alternative to compiling a high-level language program. Instead of using a
compiler, which translates the program all at once, you can use an interpreter, which translates
it instruction-by-instruction, as necessary. An interpreter is a program that acts much like a
CPU, with a kind of fetch-and-execute cycle. In order to execute a program, the interpreter
runs in a loop in which it repeatedly reads one instruction from the program, decides what is
necessary to carry out that instruction, and then performs the appropriate machine-language
commands to do so.
One use of interpreters is to execute high-level language programs. For example, the pro-
gramming language Lisp is usually executed by an interpreter rather than a compiler. However,
interpreters have another purpose: they can let you use a machine-language program meant for
one type of computer on a completely different type of computer. For example, there is a pro-
gram called "Virtual PC" that runs on Macintosh computers. Virtual PC is an interpreter that
executes machine-language programs written for IBM-PC-clone computers. If you run Virtual
PC on your Macintosh, you can run any PC program, including programs written for Windows.
(Unfortunately, a PC program will run much more slowly than it would on an actual IBM clone.
The problem is that Virtual PC executes several Macintosh machine-language instructions for
CHAPTER 1. THE MENTAL LANDSCAPE
7
each PC machine-language instruction in the program it is interpreting. Compiled programs
are inherently faster than interpreted programs.)
The designers of Java chose to use a combination of compilation and interpretation. Pro-
grams written in Java are compiled into machine language, but it is a machine language for
a computer that doesn't really exist. This so-called "virtual" computer is known as the Java
virtual machine. The machine language for the Java virtual machine is called Java byte-
code. There is no reason why Java bytecode could not be used as the machine language of a
real computer, rather than a virtual computer.
However, one of the main selling points of Java is that it can actually be used on any
computer. All that the computer needs is an interpreter for Java bytecode. Such an interpreter
simulates the Java virtual machine in the same way that Virtual PC simulates a PC computer.
Of course, a different Jave bytecode interpreter is needed for each type of computer, but
once a computer has a Java bytecode interpreter, it can run any Java bytecode program. And
the same Java bytecode program can be run on any computer that has such an interpreter.
This is one of the essential features of Java: the same compiled program can be run on many
different types of computers.
Java Interpreter
for Mac OS
Java Compiler Bytecode Java Interpreter
PProgramrCmie 0yeoramfor Windows
Program
Java Interpreter
for Linux
Why, you might wonder, use the intermediate Java bytecode at all? Why not just distribute
the original Java program and let each person compile it into the machine language of whatever
computer they want to run it on? There are many reasons. First of all, a compiler has to
understand Java, a complex high-level language. The compiler is itself a complex program. A
Java bytecode interpreter, on the other hand, is a fairly small, simple program. This makes it
easy to write a bytecode interpreter for a new type of computer; once that is done, that computer
can run any compiled Java program. It would be much harder to write a Java compiler for the
same computer.
Furthermore, many Java programs are meant to be downloaded over a network. This leads
to obvious security concerns: you don't want to download and run a program that will damage
your computer or your files. The bytecode interpreter acts as a buffer between you and the
program you download. You are really running the interpreter, which runs the downloaded
program indirectly. The interpreter can protect you from potentially dangerous actions on the
part of that program.
I should note that there is no necessary connection between Java and Java bytecode. A pro-
gram written in Java could certainly be compiled into the machine language of a real computer.
And programs written in other languages could be compiled into Java bytecode. However, it is
the combination of Java and Java bytecode that is platform-independent, secure, and network-
compatible while allowing you to program in a modern high-level object-oriented language.
CHAPTER 1. THE MENTAL LANDSCAPE
8
I should also note that the really hard part of platform-independence is providing a "Graph-
ical User Interface" with windows, buttons, etc. that will work on all the platforms that
support Java. You'll see more about this problem in Section 1.6.
1.4 Fundamental Building Blocks of Programs
THERE ARE TWO BASIC ASPECTS of programming: data and instructions. To work with (online)
data, you need to understand variables and types; to work with instructions, you need to
understand control structures and subroutines. You'll spend a large part of the course
becoming familiar with these concepts.
A variable is just a memory location (or several locations treated as a unit) that has been
given a name so that it can be easily referred to and used in a program. The programmer only
has to worry about the name; it is the compiler's responsibility to keep track of the memory
location. The programmer does need to keep in mind that the name refers to a kind of "box"
in memory that can hold data, even if the programmer doesn't have to know where in memory
that box is located.
In Java and most other languages, a variable has a type that indicates what sort of data
it can hold. One type of variable might hold integers whole numbers such as 3, -7, and 0
while another holds floating point numbers numbers with decimal points such as 3.14, -2.7,
or 17.0. (Yes, the computer does make a distinction between the integer 17 and the floating-
point number 17.0; they actually look quite different inside the computer.) There could also
be types for individual characters ('A', ';', etc.), strings ("Hello", "A string can include many
characters", etc.), and less common types such as dates, colors, sounds, or any other type of
data that a program might need to store.
Programming languages always have commands for getting data into and out of variables
and for doing computations with data. For example, the following "assignment statement,"
which might appear in a Java program, tells the computer to take the number stored in the
variable named "principal", multiply that number by 0.07, and then store the result in the
variable named "interest":
interest = principal * 0.07;
There are also "input commands" for getting data from the user or from files on the computer's
disks and "output commands" for sending data in the other direction.
These basic commands for moving data from place to place and for performing
computations are the building blocks for all programs. These building blocks are combined
into complex programs using control structures and subroutines.
A program is a sequence of instructions. In the ordinary "flow of control," the computer
executes the instructions in the sequence in which they appear, one after the other. However,
this is obviously very limited: the computer would soon run out of instructions to execute.
Control structures are special instructions that can change the flow of control. There are
two basic types of control structure: loops, which allow a sequence of instructions to be repeated
over and over, and branches, which allow the computer to decide between two or more different
courses of action by testing conditions that occur as the program is running.
For example, it might be that if the value of the variable "principal" is greater than 10000,
then the "interest" should be computed by multiplying the principal by 0.05; if not, then the
CHAPTER 1. THE MENTAL LANDSCAPE
9
interest should be computed by multiplying the principal by 0.04. A program needs some
way of expressing this type of decision. In Java, it could be expressed using the following "if
statement":
if (principal > 10000)
interest = principal * 0.05;
else
interest = principal * 0.04;
(Don't worry about the details for now. Just remember that the computer can test a condition
and decide what to do next on the basis of that test.)
Loops are used when the same task has to be performed more than once. For example,
if you want to print out a mailing label for each name on a mailing list, you might say, "Get
the first name and address and print the label; get the second name and address and print
the label; get the third name and address and print the label-" But this quickly becomes
ridiculous-and might not work at all if you don't know in advance how many names there are.
What you would like to say is something like "While there are more names to process, get the
next name and address, and print the label." A loop can be used in a program to express such
repetition.
Large programs are so complex that it would be almost impossible to write them if there
were not some way to break them up into manageable "chunks." Subroutines provide one way to
do this. A subroutine consists of the instructions for performing some task, grouped together
as a unit and given a name. That name can then be used as a substitute for the whole set of
instructions. For example, suppose that one of the tasks that your program needs to perform
is to draw a house on the screen. You can take the necessary instructions, make them into
a subroutine, and give that subroutine some appropriate name-say, "drawHouse()". Then
anyplace in your program where you need to draw a house, you can do so with the single
command:
drawHouse O;
This will have the same effect as repeating all the house-drawing instructions in each place.
The advantage here is not just that you save typing. Organizing your program into sub-
routines also helps you organize your thinking and your program design effort. While writing
the house-drawing subroutine, you can concentrate on the problem of drawing a house without
worrying for the moment about the rest of the program. And once the subroutine is written,
you can forget about the details of drawing houses-that problem is solved, since you have a
subroutine to do it for you. A subroutine becomes just like a built-in part of the language which
you can use without thinking about the details of what goes on "inside" the subroutine.
Variables, types, loops, branches, and subroutines are the basis of what might be called
"traditional programming." However, as programs become larger, additional structure is needed
to help deal with their complexity. One of the most effective tools that has been found is object-
oriented programming, which is discussed in the next section.
1.5 Objects and Object-oriented Programming
PROGRAMS MUST BE DESIGNED. No one can just sit down at the computer and compose a (on linec)
CHAPTER 1. THE MENTAL LANDSCAPE
10
program of any complexity. The discipline called software engineering is concerned with
the construction of correct, working, well-written programs. The software engineer tends to
use accepted and proven methods for analyzing the problem to be solved and for designing a
program to solve that problem.
During the 1970s and into the 80s, the primary software engineering methodology was
structured programming. The structured programming approach to program design was
based on the following advice: To solve a large problem, break the problem into several pieces
and work on each piece separately; to solve each piece, treat it as a new problem which can itself
be broken down into smaller problems; eventually, you will work your way down to problems
that can be solved directly, without further decomposition. This approach is called top-down
programming.
There is nothing wrong with top-down programming. It is a valuable and often-used ap-
proach to problem-solving. However, it is incomplete. For one thing, it deals almost entirely
with producing the instructions necessary to solve a problem. But as time went on, people
realized that the design of the data structures for a program was as least as important as the
design of subroutines and control structures. Top-down programming doesn't give adequate
consideration to the data that the program manipulates.
Another problem with strict top-down programming is that it makes it difficult to reuse
work done for other projects. By starting with a particular problem and subdividing it into
convenient pieces, top-down programming tends to produce a design that is unique to that
problem. It is unlikely that you will be able to take a large chunk of programming from another
program and fit it into your project, at least not without extensive modification. Producing
high-quality programs is difficult and expensive, so programmers and the people who employ
them are always eager to reuse past work.
So, in practice, top-down design is often combined with bottom-up design. In bottom-up
design, the approach is to start "at the bottom," with problems that you already know how to
solve (and for which you might already have a reusable software component at hand). From
there, you can work upwards towards a solution to the overall problem.
The reusable components should be as "modular" as possible. A module is a component of a
larger system that interacts with the rest of the system in a simple, well-defined, straightforward
manner. The idea is that a module can be "plugged into" a system. The details of what goes on
inside the module are not important to the system as a whole, as long as the module fulfills its
assigned role correctly. This is called information hiding, and it is one of the most important
principles of software engineering.
One common format for software modules is to contain some data, along with some sub-
routines for manipulating that data. For example, a mailing-list module might contain a list of
names and addresses along with a subroutine for adding a new name, a subroutine for printing
mailing labels, and so forth. In such modules, the data itself is often hidden inside the module;
a program that uses the module can then manipulate the data only indirectly, by calling the
subroutines provided by the module. This protects the data, since it can only be manipulated
in known, well-defined ways. And it makes it easier for programs to use the module, since they
don't have to worry about the details of how the data is represented. Information about the
representation of the data is hidden.
Modules that could support this kind of information-hiding became common in program-
ming languages in the early 1980s. Since then, a more advanced form of the same idea has
more or less taken over software engineering. This latest approach is called object-oriented
CHAPTER 1. THE MENTAL LANDSCAPE
11
programming, often abbreviated as OOP.
The central concept of object-oriented programming is the object, which is a kind of module
containing data and subroutines. The point-of-view in OOP is that an object is a kind of self-
sufficient entity that has an internal state (the data it contains) and that can respond to
messages (calls to its subroutines). A mailing list object, for example, has a state consisting
of a list of names and addresses. If you send it a message telling it to add a name, it will
respond by modifying its state to reflect the change. If you send it a message telling it to print
itself, it will respond by printing out its list of names and addresses.
The OOP approach to software engineering is to start by identifying the objects involved in
a problem and the messages that those objects should respond to. The program that results is
a collection of objects, each with its own data and its own set of responsibilities. The objects
interact by sending messages to each other. There is not much "top-down" in such a program,
and people used to more traditional programs can have a hard time getting used to OOP.
However, people who use OOP would claim that object-oriented programs tend to be better
models of the way the world itself works, and that they are therefore easier to write, easier to
understand, and more likely to be correct.
You should think of objects as "knowing" how to respond to certain messages. Different
objects might respond to the same message in different ways. For example, a "print" message
would produce very different results, depending on the object it is sent to. This property of
objects-that different objects can respond to the same message in different ways-is called
polymorphism.
It is common for objects to bear a kind of "family resemblance" to one another. Objects
that contain the same type of data and that respond to the same messages in the same way
belong to the same class. (In actual programming, the class is primary; that is, a class is
created and then one or more objects are created using that class as a template.) But objects
can be similar without being in exactly the same class.
For example, consider a drawing program that lets the user draw lines, rectangles, ovals,
polygons, and curves on the screen. In the program, each visible object on the screen could be
represented by a software object in the program. There would be five classes of objects in the
program, one for each type of visible object that can be drawn. All the lines would belong to
one class, all the rectangles to another class, and so on. These classes are obviously related;
all of them represent "drawable objects." They would, for example, all presumably be able to
respond to a "draw yourself' message. Another level of grouping, based on the data needed
to represent each type of object, is less obvious, but would be very useful in a program: We
can group polygons and curves together as "multipoint objects," while lines, rectangles, and
ovals are "two-point objects." (A line is determined by its endpoints, a rectangle by two of its
corners, and an oval by two corners of the rectangle that contains it.) We could diagram these
relationships as follows:
CHAPTER 1. THE MENTAL LANDSCAPE
12
DrawableObject, MultipointObject, and TwoPointObject would be classes in the program.
MultipointObject and TwoPointObject would be subclasses of DrawableObject. The class
Line would be a subclass of TwoPointObject and (indirectly) of DrawableObject. A subclass of
a class is said to inherit the properties of that class. The subclass can add to its inheritance and
it can even "override" part of that inheritance (by defining a different response to some method).
Nevertheless, lines, rectangles, and so on are drawable objects, and the class DrawableObject
expresses this relationship.
Inheritance is a powerful means for organizing a program. It is also related to the problem
of reusing software components. A class is the ultimate reusable component. Not only can it
be reused directly if it fits exactly into a program you are trying to write, but if it just almost
fits, you can still reuse it by defining a subclass and making only the small changes necessary
to adapt it exactly to your needs.
So, OOP is meant to be both a superior program-development tool and a partial solution
to the software reuse problem. Objects, classes, and object-oriented programming will be
important themes throughout the rest of this text.
1.6 The Modern User Interface
WHEN COMPUTERS WERE FIRST INTRODUCED, ordinary people including most programmers (online)
couldn't get near them. They were locked up in rooms with white-coated attendants who would
take your programs and data, feed them to the computer, and return the computer's response
some time later. When timesharing where the computer switches its attention rapidly from
one person to another was invented in the 1960s, it became possible for several people to
interact directly with the computer at the same time. On a timesharing system, users sit at
"terminals" where they type commands to the computer, and the computer types back its re-
sponse. Early personal computers also used typed commands and responses, except that there
was only one person involved at a time. This type of interaction between a user and a computer
is called a command-line interface.
Today, of course, most people interact with computers in a completely different way. They
use a Graphical User Interface, or GUI. The computer draws interface components on the
screen. The components include things like windows, scroll bars, menus, buttons, and icons.
Usually, a mouse is used to manipulate such components. Assuming that you have not just
been teleported in from the 1970s, you are no doubt already familiar with the basics of graphical
user interfaces!
A lot of GUI interface components have become fairly standard. That is, they have similar
appearance and behavior on many different computer platforms including Macintosh, Windows,
CHAPTER 1. THE MENTAL LANDSCAPE
13
and Linux. Java programs, which are supposed to run on many different platforms without
modification to the program, can use all the standard GUI components. They might vary a
little in appearance from platform to platform, but their functionality should be identical on
any computer on which the program runs.
Shown below is an image of a very simple Java program actually an "applet", since it is
meant to appear on a Web page that shows a few standard GUI interface components. There
are four components that the user can interact with: a button, a checkbox, a text field, and a
pop-up menu. These components are labeled. There are a few other components in the applet.
The labels themselves are components (even though you can't interact with them). The right
half of the applet is a text area component, which can display multiple lines of text, and a
scrollbar component appears alongside the text area when the number of lines of text becomes
larger than will fit in the text area. And in fact, in Java terminology, the whole applet is itself
considered to be a "component."
Checkbox was turned on.
Push Button:
Pressed return in TextField
Chekbox: Click mel with contents:
Hello World!
Text Field: Hello World!
Item "Third Option" selected
Pop-up Menu: ? Third Option from pop-up menu.
Now, Java actually has two complete sets of GUI components. One of these, the AWT or
Abstract Windowing Toolkit, was available in the original version of Java. The other, which
is known as Swing, is included in Java version 1.2 or later, and is used in preference to the
AWT in most modern Java programs. The applet that is shown above uses components that
are part of Swing. If your Web browser uses an old version of Java, you might get an error
when the browser tries to load the applet. Remember that most of the applets in this textbook
require Java 5.0 (or higher).
When a user interacts with the GUI components in this applet, an "event" is generated.
For example, clicking a push button generates an event, and pressing return while typing in a
text field generates an event. Each time an event is generated, a message is sent to the applet
telling it that the event has occurred, and the applet responds according to its program. In
fact, the program consists mainly of "event handlers" that tell the applet how to respond to
various types of events. In this example, the applet has been programmed to respond to each
event by displaying a message in the text area.
The use of the term "message" here is deliberate. Messages, as you saw in the previous sec-
tion, are sent to objects. In fact, Java GUI components are implemented as objects. Java
includes many predefined classes that represent various types of GUI components. Some of
these classes are subclasses of others. Here is a diagram showing some of Swing's GUI classes
and their relationships:
CHAPTER 1. THE MENTAL LANDSCAPE
14
Don't worry about the details for now, but try to get some feel about how object-oriented
programming and inheritance are used here. Note that all the GUI classes are subclasses,
directly or indirectly, of a class called JComponent, which represents general properties that are
shared by all Swing components. Two of the direct subclasses of JComponent themselves have
subclasses. The classes JTextArea and JTextField, which have certain behaviors in common,
are grouped together as subclasses of JTextComponent. Similarly JButton and JToggleButton
are subclasses of JAbstractButton, which represents properties common to both buttons and
checkboxes. (JComboBox, by the way, is the Swing class that represents pop-up menus.)
Just from this brief discussion, perhaps you can see how GUI programming can make effec-
tive use of object-oriented design. In fact, GUI's, with their "visible objects," are probably a
major factor contributing to the popularity of OOP.
Programming with GUI components and events is one of the most interesting aspects of
Java. However, we will spend several chapters on the basics before returning to this topic in
Chapter 6.
1.7 The Internet and the World-Wide Web
COMPUTERS CAN BE CONNECTED together on networks. A computer on a network can (online)
communicate with other computers on the same network by exchanging data and files or by
sending and receiving messages. Computers on a network can even work together on a large
computation.
Today, millions of computers throughout the world are connected to a single huge network
called the Internet. New computers are being connected to the Internet every day. Computers
can join the Internet by using a modem to establish a connection through telephone lines.
Broadband connections to the Internet, such as DSL and cable modems, are increasingly
common. They allow faster data transmission than is possible through telephone modems.
There are elaborate protocols for communication over the Internet. A protocol is simply a
detailed specification of how communication is to proceed. For two computers to communicate
at all, they must both be using the same protocols. The most basic protocols on the Internet are
the Internet Protocol (IP), which specifies how data is to be physically transmitted from one
computer to another, and the Transmission Control Protocol (TCP), which ensures that
data sent using IP is received in its entirety and without error. These two protocols, which are
referred to collectively as TCP/IP, provide a foundation for communication. Other protocols
CHAPTER 1. THE MENTAL LANDSCAPE
15
use TCP/IP to send specific types of information such as web pages, electronic mail, and data
files.
All communication over the Internet is in the form of packets. A packet consists of some
data being sent from one computer to another, along with addressing information that indicates
where on the Internet that data is supposed to go. Think of a packet as an envelope with an
address on the outside and a message on the inside. (The message is the data.) The packet
also includes a "return address," that is, the address of the sender. A packet can hold only
a limited amount of data; longer messages must be divided among several packets, which are
then sent individually over the net and reassembled at their destination.
Every computer on the Internet has an IP address, a number that identifies it uniquely
among all the computers on the net. The IP address is used for addressing packets. A computer
can only send data to another computer on the Internet if it knows that computer's IP address.
Since people prefer to use names rather than numbers, most computers are also identified by
names, called domain names. For example, the main computer of the Mathematics Depart-
ment at Hobart and William Smith Colleges has the domain name math.hws.edu. (Domain
names are just for convenience; your computer still needs to know IP addresses before it can
communicate. There are computers on the Internet whose job it is to translate domain names
to IP addresses. When you use a domain name, your computer sends a message to a domain
name server to find out the corresponding IP address. Then, your computer uses the IP address,
rather than the domain name, to communicate with the other computer.)
The Internet provides a number of services to the computers connected to it (and, of course,
to the users of those computers). These services use TCP/IP to send various types of data over
the net. Among the most popular services are instant messaging, file sharing, electronic mail,
and the World-Wide Web. Each service has its own protocols, which are used to control
transmission of data over the network. Each service also has some sort of user interface, which
allows the user to view, send, and receive data through the service.
For example, the email service uses a protocol known as SMTP (Simple Mail Transfer
Protocol) to transfer email messages from one computer to another. Other protocols, such as
POP and IMAP, are used to fetch messages from an email account so that the recipient can
read them. A person who uses email, however, doesn't need to understand or even know about
these protocols. Instead, they are used behind the scenes by the programs that the person uses
to send and receive email messages. These programs provide an easy-to-use user interface to
the underlying network protocols.
The World-Wide Web is perhaps the most exciting of network services. The World-Wide
Web allows you to request pages of information that are stored on computers all over the
Internet. A Web page can contain links to other pages on the same computer from which it
was obtained or to other computers anywhere in the world. A computer that stores such pages
of information is called a web server. The user interface to the Web is the type of program
known as a web browser. Common web browsers include Internet Explorer and Firefox. You
use a Web browser to request a page of information. The browser will send a request for that
page to the computer on which the page is stored, and when a response is received from that
computer, the web browser displays it to you in a neatly formatted form. A web browser is just
a user interface to the Web. Behind the scenes, the web browser uses a protocol called HT TP
(HyperText Transfer Protocol) to send each page request and to receive the response from the
web server.
Now just what, you might be thinking, does all this have to do with Java? In fact, Java
CHAPTER 1. THE MENTAL LANDSCAPE
16
is intimately associated with the Internet and the World-Wide Web. As you have seen in the
previous section, special Java programs called applets are meant to be transmitted over the
Internet and displayed on Web pages. A Web server transmits a Java applet just as it would
transmit any other type of information. A Web browser that understands Java-that is, that
includes an interpreter for the Java virtual machine-can then run the applet right on the Web
page. Since applets are programs, they can do almost anything, including complex interaction
with the user. With Java, a Web page becomes more than just a passive display of information.
It becomes anything that programmers can imagine and implement.
But applets are only one aspect of Java's relationship with the Internet, and not the major
one. In fact, as both Java and the Internet have matured, applets have become less important.
At the same time, however, Java has increasingly been used to write complex, stand-alone
applications that do not depend on a web browser. Many of these programs are network-
related. For example many of the largest and most complex web sites use web server software
that is written in Java. Java includes excellent support for network protocols, and its platform
independence makes it possible to write network programs that work on many different types
of computer.
Its association with the Internet is not Java's only advantage. But many good programming
languages have been invented only to be soon forgotten. Java has had the good luck to ride on
the coattails of the Internet's immense and increasing popularity.
QUIz
17
Quiz on Chapter 1
(answers)
1. One of the components of a computer is its CPU. What is a CPU and what role does it
play in a computer?
2. Explain what is meant by an "asynchronous event." Give some examples.
3. What is the difference between a "compiler" and an "interpreter"?
4. Explain the difference between high-level languages and machine language.
5. If you have the source code for a Java program, and you want to run that program, you
will need both a compiler and an interpreter. What does the Java compiler do, and what
does the Java interpreter do?
6. What is a subroutine?
7. Java is an object-oriented programming language. What is an object?
8. What is a variable? (There are four different ideas associated with variables in Java. Try
to mention all four aspects in your answer. Hint: One of the aspects is the variable's
name.)
9. Java is a "platform-independent language." What does this mean?
10. What is the "Internet"? Give some examples of how it is used. (What kind of services
does it provide?)
Chapter 2
Programming in the Small I:
Names and Things
ON A BASIC LEVEL (the level of machine language), a computer can perform only very simple
operations. A computer performs complex tasks by stringing together large numbers of such
operations. Such tasks must be "scripted" in complete and perfect detail by programs. Creating
complex programs will never be really easy, but the difficulty can be handled to some extent by
giving the program a clear overall structure. The design of the overall structure of a program
is what I call "programming in the large."
Programming in the small, which is sometimes called coding, would then refer to filling in
the details of that design. The details are the explicit, step-by-step instructions for performing
fairly small-scale tasks. When you do coding, you are working fairly "close to the machine,"
with some of the same concepts that you might use in machine language: memory locations,
arithmetic operations, loops and branches. In a high-level language such as Java, you get to
work with these concepts on a level several steps above machine language. However, you still
have to worry about getting all the details exactly right.
This chapter and the next examine the facilities for programming in the small in the Java
programming language. Don't be misled by the term "programming in the small" into thinking
that this material is easy or unimportant. This material is an essential foundation for all types
of programming. If you don't understand it, you can't write programs, no matter how good
you get at designing their large-scale structure.
2.1 The Basic Java Application
A PROGRAM IS A SEQUENCE of instructions that a computer can execute to perform some (online)
task. A simple enough idea, but for the computer to make any use of the instructions, they
must be written in a form that the computer can use. This means that programs have to be
written in programming languages. Programming languages differ from ordinary human
languages in being completely unambiguous and very strict about what is and is not allowed
in a program. The rules that determine what is allowed are called the syntax of the language.
Syntax rules specify the basic vocabulary of the language and how programs can be constructed
using things like loops, branches, and subroutines. A syntactically correct program is one that
can be successfully compiled or interpreted; programs that have syntax errors will be rejected
(hopefully with a useful error message that will help you fix the problem).
So, to be a successful programmer, you have to develop a detailed knowledge of the syntax
18
CHAPTER 2. NAMES AND THINGS
19
of the programming language that you are using. However, syntax is only part of the story. It's
not enough to write a program that will run-you want a program that will run and produce
the correct result! That is, the meaning of the program has to be right. The meaning of a
program is referred to as its semantics. A semantically correct program is one that does what
you want it to.
Furthermore, a program can be syntactically and semantically correct but still be a pretty
bad program. Using the language correctly is not the same as using it well. For example, a
good program has "style." It is written in a way that will make it easy for people to read and
to understand. It follows conventions that will be familiar to other programmers. And it has
an overall design that will make sense to human readers. The computer is completely oblivious
to such things, but to a human reader, they are paramount. These aspects of programming are
sometimes referred to as pragmatics.
When I introduce a new language feature, I will explain the syntax, the semantics, and
some of the pragmatics of that feature. You should memorize the syntax; that's the easy part.
Then you should get a feeling for the semantics by following the examples given, making sure
that you understand how they work, and maybe writing short programs of your own to test
your understanding. And you should try to appreciate and absorb the pragmatics-this means
learning how to use the language feature well, with style that will earn you the admiration of
other programmers.
Of course, even when you've become familiar with all the individual features of the language,
that doesn't make you a programmer. You still have to learn how to construct complex programs
to solve particular problems. For that, you'll need both experience and taste. You'll find hints
about software development throughout this textbook.
We begin our exploration of Java with the problem that has become traditional for such
beginnings: to write a program that displays the message "Hello World!". This might seem like
a trivial problem, but getting a computer to do this is really a big first step in learning a new
programming language (especially if it's your first programming language). It means that you
understand the basic process of:
1. getting the program text into the computer,
2. compiling the program, and
3. running the compiled program.
The first time through, each of these steps will probably take you a few tries to get right. I
won't go into the details here of how you do each of these steps; it depends on the particular
computer and Java programming environment that you are using. See Secti 2.6 for informa-
tion about creating and running Java programs in specific programming environments. But in
general, you will type the program using some sort of text editor and save the program in a
file. Then, you will use some command to try to compile the file. You'll either get a message
that the program contains syntax errors, or you'll get a compiled version of the program. In
the case of Java, the program is compiled into Java bytecode, not into machine language. Fi-
nally, you can run the compiled program by giving some appropriate command. For Java, you
will actually use an interpreter to execute the Java bytecode. Your programming environment
might automate some of the steps for you, but you can be sure that the same three steps are
being done in the background.
Here is a Java program to display the message "Hello World!". Don't expect to understand
what's going on here just yet-some of it you won't really understand until a few chapters from
CHAPTER 2. NAMES AND THINGS
20
now:
// A program to display the message
// "Hello World!" on standard output
public class HelloWorld {
public static void main(String [ args) {
System.out.println("Hello World!");
}
} // end of class HelloWorld
The command that actually displays the message is:
System.out.println("Hello World!");
This command is an example of a subroutine call statement. It uses a "built-in subroutine"
named System. out. printin to do the actual work. Recall that a subroutine consists of the
instructions for performing some task, chunked together and given a name. That name can be
used to "call" the subroutine whenever that task needs to be performed. A built-in subroutine
is one that is already defined as part of the language and therefore automatically available for
use in any program.
When you run this program, the message "Hello World!" (without the quotes) will be
displayed on standard output. Unfortunately, I can't say exactly what that means! Java is
meant to run on many different platforms, and standard output will mean different things on
different platforms. However, you can expect the message to show up in some convenient place.
(If you use a command-line interface, like that in Sun Microsystem's Java Development Kit,
you type in a command to tell the computer to run the program. The computer will type the
output from the program, Hello World!, on the next line.)
You must be curious about all the other stuff in the above program. Part of it consists of
comments. Comments in a program are entirely ignored by the computer; they are there for
human readers only. This doesn't mean that they are unimportant. Programs are meant to be
read by people as well as by computers, and without comments, a program can be very difficult
to understand. Java has two types of comments. The first type, used in the above program,
begins with // and extends to the end of a line. The computer ignores the // and everything
that follows it on the same line. Java has another style of comment that can extend over many
lines. That type of comment begins with /* and ends with */.
Everything else in the program is required by the rules of Java syntax. All programming in
Java is done inside "classes." The first line in the above program (not counting the comments)
says that this is a class named HelloWorld. "HelloWorld," the name of the class, also serves as
the name of the program. Not every class is a program. In order to define a program, a class
must include a subroutine named main, with a definition that takes the form:
public static void main(String [ args) {
K(statements)
}
When you tell the Java interpreter to run the program, the interpreter calls the main()
subroutine, and the statements that it contains are executed. These statements make up the
script that tells the computer exactly what to do when the program is executed. The main()
routine can call subroutines that are defined in the same class or even in other classes, but it is
the main() routine that determines how and in what order the other subroutines are used.
CHAPTER 2. NAMES AND THINGS
21
The word "public" in the first line of main(0 means that this routine can be called from out-
side the program. This is essential because the main 0 routine is called by the Java interpreter,
which is something external to the program itself. The remainder of the first line of the routine
is harder to explain at the moment; for now, just think of it as part of the required syntax.
The definition of the subroutine that is, the instructions that say what it does consists of
the sequence of "statements" enclosed between braces, { and }. Here, I've used (statements) as
a placeholder for the actual statements that make up the program. Throughout this textbook,
I will always use a similar format: anything that you see in (this style of text) (italic in angle
brackets) is a placeholder that describes something you need to type when you write an actual
program.
As noted above, a subroutine can't exist by itself. It has to be part of a "class". A program
is defined by a public class that takes the form:
public class (program-name) {
(optional-variable-declarations-and-subroutines)
public static void main(StringQ args) {
(statements)
}
(optional-variable-declarations-and-subroutines)
}
The name on the first line is the name of the program, as well as the name of the class. If the
name of the class is HelloWorld, then the class must be saved in a file called HelloWorld. java.
When this file is compiled, another file named HelloWorld. class will be produced. This class
file, HelloWorld. class, contains the Java bytecode that is executed by a Java interpreter.
HelloWorld. java is called the source code for the program. To execute the program, you
only need the compiled class file, not the source code.
The layout of the program on the page, such as the use of blank lines and indentation, is
not part of the syntax or semantics of the language. The computer doesn't care about layout
you could run the entire program together on one line as far as it is concerned. However,
layout is important to human readers, and there are certain style guidelines for layout that are
followed by most programmers. These style guidelines are part of the pragmatics of the Java
programming language.
Also note that according to the above syntax specification, a program can contain other
subroutines besides main o, as well as things called "variable declarations." You'll learn more
about these later, but not until Chapter 4.
2.2 Variables and the Primitive Types
NAMES ARE FUNDAMENTAL TO PROGRAMMING. In programs, names are used to refer to many (online)
different sorts of things. In order to use those things, a programmer must understand the rules
for giving names to things and the rules for using the names to work with those things. That
is, the programmer must understand the syntax and the semantics of names.
According to the syntax rules of Java, a name is a sequence of one or more characters. It must
begin with a letter or underscore and must consist entirely of letters, digits, and underscores.
("Underscore" refers to the character '_'.) For example, here are some legal names:
N n rate x15 quite_a_long-name HelloWorld
CHAPTER 2. NAMES AND THINGS
22
No spaces are allowed in identifiers; HelloWorld is a legal identifier, but "Hello World" is
not. Upper case and lower case letters are considered to be different, so that HelloWorld,
helloworld, HELLOWORLD, and hElloWorLD are all distinct names. Certain names are reserved
for special uses in Java, and cannot be used by the programmer for other purposes. These
reserved words include: class, public, static, if, else, while, and several dozen other
words.
Java is actually pretty liberal about what counts as a letter or a digit. Java uses the
Unicode character set, which includes thousands of characters from many different languages
and different alphabets, and many of these characters count as letters or digits. However, I will
be sticking to what can be typed on a regular English keyboard.
The pragmatics of naming includes style guidelines about how to choose names for things.
For example, it is customary for names of classes to begin with upper case letters, while names
of variables and of subroutines begin with lower case letters; you can avoid a lot of confusion
by following the same convention in your own programs. Most Java programmers do not use
underscores in names, although some do use them at the beginning of the names of certain kinds
of variables. When a name is made up of several words, such as HelloWorld or interestRate,
it is customary to capitalize each word, except possibly the first; this is sometimes referred
to as camel case, since the upper case letters in the middle of a name are supposed to look
something like the humps on a camel's back.
Finally, I'll note that things are often referred to by compound names which consist
of several ordinary names separated by periods. (Compound names are also called qualified
names.) You've already seen an example: System. out .println. The idea here is that things
in Java can contain other things. A compound name is a kind of path to an item through one
or more levels of containment. The name System. out .println indicates that something called
"System" contains something called "out" which in turn contains something called "println".
Non-compound names are called simple identifiers. I'll use the term identifier to refer to
any name-simple or compound-that can be used to refer to something in Java. (Note that
the reserved words are not identifiers, since they can't be used as names for things.)
2.2.1 Variables
Programs manipulate data that are stored in memory. In machine language, data can only
be referred to by giving the numerical address of the location in memory where it is stored.
In a high-level language such as Java, names are used instead of numbers to refer to data. It
is the job of the computer to keep track of where in memory the data is actually stored; the
programmer only has to remember the name. A name used in this way-to refer to data stored
in memory-is called a variable.
Variables are actually rather subtle. Properly speaking, a variable is not a name for the
data itself but for a location in memory that can hold data. You should think of a variable as
a container or box where you can store data that you will need to use later. The variable refers
directly to the box and only indirectly to the data in the box. Since the data in the box can
change, a variable can refer to different data values at different times during the execution of
the program, but it always refers to the same box. Confusion can arise, especially for beginning
programmers, because when a variable is used in a program in certain ways, it refers to the
container, but when it is used in other ways, it refers to the data in the container. You'll see
examples of both cases below.
(In this way, a variable is something like the title, "The President of the United States."
This title can refer to different people at different times, but it always refers to the same office.
CHAPTER 2. NAMES AND THINGS
23
If I say "the President went fishing," I mean that George W. Bush went fishing. But if I say
"Hillary Clinton wants to be President" I mean that she wants to fill the office, not that she
wants to be George Bush.)
In Java, the only way to get data into a variable-that is, into the box that the variable
names-is with an assignment statement. An assignment statement takes the form:
(variable) = (expression);
where (expression) represents anything that refers to or computes a data value. When the
computer comes to an assignment statement in the course of executing a program, it evaluates
the expression and puts the resulting data value into the variable. For example, consider the
simple assignment statement
rate = 0.07;
The (variable) in this assignment statement is rate, and the (expression) is the number 0.07.
The computer executes this assignment statement by putting the number 0.07 in the variable
rate, replacing whatever was there before. Now, consider the following more complicated
assignment statement, which might come later in the same program:
interest = rate * principal;
Here, the value of the expression "rate * principal" is being assigned to the variable
interest. In the expression, the * is a "multiplication operator" that tells the computer
to multiply rate times principal. The names rate and principal are themselves variables,
and it is really the values stored in those variables that are to be multiplied. We see that when
a variable is used in an expression, it is the value stored in the variable that matters; in this
case, the variable seems to refer to the data in the box, rather than to the box itself. When
the computer executes this assignment statement, it takes the value of rate, multiplies it by
the value of principal, and stores the answer in the box referred to by interest. When a
variable is used on the left-hand side of an assignment statement, it refers to the box that is
named by the variable.
(Note, by the way, that an assignment statement is a command that is executed by the
computer at a certain time. It is not a statement of fact. For example, suppose a program
includes the statement "rate = 0.07;". If the statement "interest = rate * principal;"
is executed later in the program, can we say that the principal is multiplied by 0.07? No!
The value of rate might have been changed in the meantime by another statement. The
meaning of an assignment statement is completely different from the meaning of an equation
in mathematics, even though both use the symbol "=".)
2.2.2 Types and Literals
A variable in Java is designed to hold only one particular type of data; it can legally hold that
type of data and no other. The compiler will consider it to be a syntax error if you try to
violate this rule. We say that Java is a strongly typed language because it enforces this rule.
There are eight so-called primitive types built into Java. The primitive types are named
byte, short, int, long, float, double, char, and boolean. The first four types hold integers
(whole numbers such as 17, -38477, and 0). The four integer types are distinguished by the
ranges of integers they can hold. The float and double types hold real numbers (such as 3.6 and
-145.99). Again, the two real types are distinguished by their range and accuracy. A variable
of type char holds a single character from the Unicode character set. And a variable of type
boolean holds one of the two logical values true or f alse.
CHAPTER 2. NAMES AND THINGS
24
Any data value stored in the computer's memory must be represented as a binary number,
that is as a string of zeros and ones. A single zero or one is called a bit. A string of eight
bits is called a byte. Memory is usually measured in terms of bytes. Not surprisingly, the byte
data type refers to a single byte of memory. A variable of type byte holds a string of eight
bits, which can represent any of the integers between -128 and 127, inclusive. (There are 256
integers in that range; eight bits can represent 256-two raised to the power eight-different
values.) As for the other integer types,
" short corresponds to two bytes (16 bits). Variables of type short have values in the range
-32768 to 32767.
" int corresponds to four bytes (32 bits). Variables of type int have values in the range
-2147483648 to 2147483647.
" long corresponds to eight bytes (64 bits). Variables of type long have values in the range
-9223372036854775808 to 9223372036854775807.
You don't have to remember these numbers, but they do give you some idea of the size of
integers that you can work with. Usually, you should just stick to the int data type, which is
good enough for most purposes.
The float data type is represented in four bytes of memory, using a standard method for
encoding real numbers. The maximum value for a float is about 10 raised to the power 38.
A float can have about 7 significant digits. (So that 32.3989231134 and 32.3989234399 would
both have to be rounded off to about 32.398923 in order to be stored in a variable of type
float.) A double takes up 8 bytes, can range up to about 10 to the power 308, and has about
15 significant digits. Ordinarily, you should stick to the double type for real values.
A variable of type char occupies two bytes in memory. The value of a char variable is a
single character such as A, *, x, or a space character. The value can also be a special character
such a tab or a carriage return or one of the many Unicode characters that come from different
languages. When a character is typed into a program, it must be surrounded by single quotes;
for example: 'A', '*', or 'x'. Without the quotes, A would be an identifier and * would be a
multiplication operator. The quotes are not part of the value and are not stored in the variable;
they are just a convention for naming a particular character constant in a program.
A name for a constant value is called a literal. A literal is what you have to type in a
program to represent a value. 'A' and '*' are literals of type char, representing the character
values A and *. Certain special characters have special literals that use a backslash, \, as an
"escape character". In particular, a tab is represented as '\t', a carriage return as '\r', a
linefeed as '\n', the single quote character as '\' ', and the backslash itself as '\\'. Note that
even though you type two characters between the quotes in '\t', the value represented by this
literal is a single tab character.
Numeric literals are a little more complicated than you might expect. Of course, there
are the obvious literals such as 317 and 17.42. But there are other possibilities for expressing
numbers in a Java program. First of all, real numbers can be represented in an exponential
form such as 1.3e12 or 12.3737e-108. The "e12" and "e-108" represent powers of 10, so that
1.3e12 means 1.3 times 1012 and 12.3737e-108 means 12.3737 times 10-108. This format can
be used to express very large and very small numbers. Any numerical literal that contains a
decimal point or exponential is a literal of type double. To make a literal of type float, you
have to append an "F" or "f' to the end of the number. For example, "1.2F" stands for 1.2
considered as a value of type float. (Occasionally, you need to know this because the rules of
Java say that you can't assign a value of type double to a variable of type float, so you might be
CHAPTER 2. NAMES AND THINGS
25
confronted with a ridiculous-seeming error message if you try to do something like "x = 1.2;"
when x is a variable of type float. You have to say "x = 1. 2F; ". This is one reason why I
advise sticking to type double for real numbers.)
Even for integer literals, there are some complications. Ordinary integers such as 177777
and -32 are literals of type byte, short, or int, depending on their size. You can make a literal
of type long by adding "L" as a suffix. For example: 17L or 728476874368L. As another
complication, Java allows octal (base-8) and hexadecimal (base-16) literals. I don't want to
cover base-8 and base-16 in detail, but in case you run into them in other people's programs,
it's worth knowing a few things: Octal numbers use only the digits 0 through 7. In Java, a
numeric literal that begins with a 0 is interpreted as an octal number; for example, the literal
045 represents the number 37, not the number 45. Hexadecimal numbers use 16 digits, the
usual digits 0 through 9 and the letters A, B, C, D, E, and F. Upper case and lower case letters
can be used interchangeably in this context. The letters represent the numbers 10 through 15.
In Java, a hexadecimal literal begins with Ox or OX, as in 0x45 or OxFF7A.
Hexadecimal numbers are also used in character literals to represent arbitrary Unicode
characters. A Unicode literal consists of \u followed by four hexadecimal digits. For example,
the character literal '\u00E9' represents the Unicode character that is an "e" with an acute
accent.
For the type boolean, there are precisely two literals: true and false. These literals are
typed just as I've written them here, without quotes, but they represent values, not variables.
Boolean values occur most often as the values of conditional expressions. For example,
rate > 0.05
is a boolean-valued expression that evaluates to true if the value of the variable rate is greater
than 0.05, and to false if the value of rate is not greater than 0.05. As you'll see in Chapter3,
boolean-valued expressions are used extensively in control structures. Of course, boolean values
can also be assigned to variables of type boolean.
Java has other types in addition to the primitive types, but all the other types represent
objects rather than "primitive" data values. For the most part, we are not concerned with
objects for the time being. However, there is one predefined object type that is very important:
the type String. A String is a sequence of characters. You've already seen a string literal:
"Hello World! ". The double quotes are part of the literal; they have to be typed in the
program. However, they are not part of the actual string value, which consists of just the
characters between the quotes. Within a string, special characters can be represented using
the backslash notation. Within this context, the double quote is itself a special character. For
example, to represent the string value
I said, "Are you listening!"
with a linefeed at the end, you would have to type the string literal:
"I said, \"Are you listening!\"\n"
You can also use \t, \r, \\, and unicode sequences such as \uOOE9 to represent other special
characters in string literals. Because strings are objects, their behavior in programs is peculiar
in some respects (to someone who is not used to objects). I'll have more to say about them in
the next section.
CHAPTER 2. NAMES AND THINGS
26
2.2.3 Variables in Programs
A variable can be used in a program only if it has first been declared. A variable declaration
statement is used to declare one or more variables and to give them names. When the computer
executes a variable declaration, it sets aside memory for the variable and associates the variable's
name with that memory. A simple variable declaration takes the form:
(type-name) (variable-name-or-names);
The (variable-name-or-names) can be a single variable name or a list of variable names
separated by commas. (We'll see later that variable declaration statements can actually be
somewhat more complicated than this.) Good programming style is to declare only one variable
in a declaration statement, unless the variables are closely related in some way. For example:
int numberOfStudents;
String name;
double x, y;
boolean isFinished;
char firstInitial, middleInitial, lastInitial;
It is also good style to include a comment with each variable declaration to explain its
purpose in the program, or to give other information that might be useful to a human reader.
For example:
double principal; // Amount of money invested.
double interestRate; // Rate as a decimal, not percentage.
In this chapter, we will only use variables declared inside the main 0 subroutine of a pro-
gram. Variables declared inside a subroutine are called local variables for that subroutine.
They exist only inside the subroutine, while it is running, and are completely inaccessible from
outside. Variable declarations can occur anywhere inside the subroutine, as long as each variable
is declared before it is used in any expression. Some people like to declare all the variables at
the beginning of the subroutine. Others like to wait to declare a variable until it is needed. My
preference: Declare important variables at the beginning of the subroutine, and use a comment
to explain the purpose of each variable. Declare "utility variables" which are not important to
the overall logic of the subroutine at the point in the subroutine where they are first used. Here
is a simple program using some variables and assignment statements:
/**
* This class implements a simple program that
* will compute the amount of interest that is
* earned on $17,000 invested at an interest
* rate of 0.07 for one year. The interest and
* the value of the investment after one year are
* printed to standard output.
public class Interest {
public static void main(String[1 args) {
/* Declare the variables. */
double principal; // The value of the investment.
double rate; // The annual interest rate.
double interest; // Interest earned in one year.
CHAPTER 2. NAMES AND THINGS
27
/* Do the computations. */
principal = 17000;
rate = 0.07;
interest = principal * rate; // Compute the interest.
principal = principal + interest;
// Compute value of investment after one year, with interest.
// (Note: The new value replaces the old value of principal.)
/* Output the results. */
System.out.print("The interest earned is $");
System.out.println(interest);
System.out.print("The value of the investment after one year is $");
System.out.println(principal);
} // end of main()
} // end of class Interest
This program uses several subroutine call statements to display information to the user of the
program. Two different subroutines are used: System. out print and System. out println.
The difference between these is that System. out printin adds a linefeed after the end of the
information that it displays, while System. out print does not. Thus, the value of interest,
which is displayed by the subroutine call "System. out .println(interest) ;", follows on the
same line after the string displayed by the previous System. out print statement. Note that
the value to be displayed by System. out print or System. out printin is provided in paren-
theses after the subroutine name. This value is called a parameter to the subroutine. A
parameter provides a subroutine with information it needs to perform its task. In a subroutine
call statement, any parameters are listed in parentheses after the subroutine name. Not all
subroutines have parameters. If there are no parameters in a subroutine call statement, the
subroutine name must be followed by an empty pair of parentheses.
All the sample programs for this textbook are available in separate source code files in the
on-line version of this text at http://math.hws.edu/javanotes/source. They are also included
in the downloadable archives of the web site. The source code for the Interest program, for
example, can be found in the file Interest.java.
2.3 Strings, Objects, Enums, and Subroutines
THE PREVIOUS SECTION introduced the eight primitive data types and the type String. There (online)
is a fundamental difference between the primitive types and the String type: Values of type
String are objects. While we will not study objects in detail until Chapter 5, it will be useful
for you to know a little about them and about a closely related topic: classes. This is not
just because strings are useful but because objects and classes are essential to understanding
another important programming concept, subroutines.
Another reason for considering classes and objects at this point is so that we can introduce
enums. An enum is a data type that can be created by a Java programmer to represent a
small collection of possible values. Technically, an enum is a class and its possible values are
objects. Enums will be our first example of adding a new type to the Java language. We will
look at them later in this section.
CHAPTER 2. NAMES AND THINGS
28
2.3.1 Built-in Subroutines and Functions
Recall that a subroutine is a set of program instructions that have been chunked together and
given a name. In Chapter 4, you'll learn how to write your own subroutines, but you can
get a lot done in a program just by calling subroutines that have already been written for
you. In Java, every subroutine is contained in a class or in an object. Some classes that are
standard parts of the Java language contain predefined subroutines that you can use. A value
of type String, which is an object, contains subroutines that can be used to manipulate that
string. These subroutines are "built into" the Java language. You can call all these subroutines
without understanding how they were written or how they work. Indeed, that's the whole point
of subroutines: A subroutine is a "black box" which can be used without knowing what goes
on inside.
Classes in Java have two very different functions. First of all, a class can group together
variables and subroutines that are contained in that class. These variables and subroutines
are called static members of the class. You've seen one example: In a class that defines a
program, the main() routine is a static member of the class. The parts of a class definition that
define static members are marked with the reserved word "static", just like the main() routine
of a program. However, classes have a second function. They are used to describe objects. In
this role, the class of an object specifies what subroutines and variables are contained in that
object. The class is a type-in the technical sense of a specification of a certain type of data
value-and the object is a value of that type. For example, String is actually the name of a
class that is included as a standard part of the Java language. String is also a type, and literal
strings such as "Hello World" represent values of type String.
So, every subroutine is contained either in a class or in an object. Classes contain subrou-
tines called static member subroutines. Classes also describe objects and the subroutines that
are contained in those objects.
This dual use can be confusing, and in practice most classes are designed to perform pri-
marily or exclusively in only one of the two possible roles. For example, although the String
class does contain a few rarely-used static member subroutines, it exists mainly to specify a
large number of subroutines that are contained in objects of type String. Another standard
class, named Math, exists entirely to group together a number of static member subroutines
that compute various common mathematical functions.
To begin to get a handle on all of this complexity, let's look at the subroutine
System. out. print as an example. As you have seen earlier in this chapter, this subroutine
is used to display information to the user. For example, System. out .print ("Hello World")
displays the message, Hello World.
System is one of Java's standard classes. One of the static member variables in this class is
named out. Since this variable is contained in the class System, its full name-which you have
to use to refer to it in your programs-is System. out. The variable System. out refers to an
object, and that object in turn contains a subroutine named print. The compound identifier
System. out . print refers to the subroutine print in the object out in the class System.
(As an aside, I will note that the object referred to by System. out is an object of the class
PrintStream. PrintStream is another class that is a standard part of Java. Any object of
type PrintStream is a destination to which information can be printed; any object of type
PrintStream has a print subroutine that can be used to send information to that destination.
The object System. out is just one possible destination, and System. out . print is the subrou-
CHAPTER 2. NAMES AND THINGS
29
tine that sends information to that particular destination. Other objects of type PrintStream
might send information to other destinations such as files or across a network to other com-
puters. This is object-oriented programming: Many different things which have something in
common-they can all be used as destinations for information-can all be used in the same
way through a print subroutine. The PrintStream class expresses the commonalities among
all these objects.)
Since class names and variable names are used in similar ways, it might be hard to tell
which is which. Remember that all the built-in, predefined names in Java follow the rule that
class names begin with an upper case letter while variable names begin with a lower case letter.
While this is not a formal syntax rule, I recommend that you follow it in your own programming.
Subroutine names should also begin with lower case letters. There is no possibility of confusing
a variable with a subroutine, since a subroutine name in a program is always followed by a left
parenthesis.
(As one final general note, you should be aware that subroutines in Java are often referred
to as methods. Generally, the term "method" means a subroutine that is contained in a class
or in an object. Since this is true of every subroutine in Java, every subroutine in Java is
a method. The same is not true for other programming languages. Nevertheless, the term
"method" is mostly used in the context of object-oriented programming, and until we start
doing real object-oriented programming in Chapter I will prefer to use the more general
term, "subroutine.")
Classes can contain static member subroutines, as well as static member variables. For
example, the System class contains a subroutine named exit. In a program, of course, this
subroutine must be referred to as System. exit. Calling this subroutine will terminate the
program. You could use it if you had some reason to terminate the program before the end
of the main routine. For historical reasons, this subroutine takes an integer as a parameter,
so the subroutine call statement might look like "System. exit (0) ;" or "System. exit (1) ;".
(The parameter tells the computer why the program was terminated. A parameter value of 0
indicates that the program ended normally. Any other value indicates that the program was
terminated because an error was detected. But in practice, the value of the parameter is usually
ignored.)
Every subroutine performs some specific task. For some subroutines, that task is to compute
or retrieve some data value. Subroutines of this type are called functions. We say that a
function returns a value. The returned value must then be used somehow in the program.
You are familiar with the mathematical function that computes the square root of a num-
ber. Java has a corresponding function called Math. sqrt. This function is a static member
subroutine of the class named Math. If x is any numerical value, then Math. sqrt (x) computes
and returns the square root of that value. Since Math. sqrt (x) represents a value, it doesn't
make sense to put it on a line by itself in a subroutine call statement such as
Math.sqrt(x); // This doesn't make sense!
What, after all, would the computer do with the value computed by the function in this case?
You have to tell the computer to do something with the value. You might tell the computer to
display it:
System.out.print( Math.sqrt(x) ); // Display the square root of x.
or you might use an assignment statement to tell the computer to store that value in a variable:
CHAPTER 2. NAMES AND THINGS
30
lengthOf Side = Math.sqrt(x);
The function call Math. sqrt (x) represents a value of type double, and it can be used anyplace
where a numeric literal of type double could be used.
The Math class contains many static member functions. Here is a list of some of the more
important of them:
" Math. abs (x), which computes the absolute value of x.
" The usual trigonometric functions, Math. sin(x), Math. cos(x), and Math. tan(x). (For
all the trigonometric functions, angles are measured in radians, not degrees.)
" The inverse trigonometric functions arcsin, arccos, and arctan, which are written as:
Math. asin(x), Math. acos(x), and Math. atan(x). The return value is expressed in radi-
ans, not degrees.
" The exponential function Math. exp (x) for computing the number e raised to the power
x, and the natural logarithm function Math. log (x) for computing the logarithm of x in
the base e.
" Math. pow (x, y) for computing x raised to the power y.
" Math. floor(x), which rounds x down to the nearest integer value that is less than or
equal to x. Even though the return value is mathematically an integer, it is returned
as a value of type double, rather than of type int as you might expect. For example,
Math. floor (3.76) is 3.0. The function Math. round (x) returns the integer that is closest
to x.
" Math. random(), which returns a randomly chosen double in the range 0.0 <=
Math. random() < 1.0. (The computer actually calculates so-called "pseudorandom"
numbers, which are not truly random but are random enough for most purposes.)
For these functions, the type of the parameter-the x or y inside the parentheses-can be
any value of any numeric type. For most of the functions, the value returned by the function
is of type double no matter what the type of the parameter. However, for Math. abs (x), the
value returned will be the same type as x; if x is of type int, then so is Math. abs (x). So, for
example, while Math. sqrt (9) is the double value 3.0, Math. abs (9) is the int value 9.
Note that Math. random() does not have any parameter. You still need the parentheses, even
though there's nothing between them. The parentheses let the computer know that this is a sub-
routine rather than a variable. Another example of a subroutine that has no parameters is the
function System. currentTimeMillis 0, from the System class. When this function is executed,
it retrieves the current time, expressed as the number of milliseconds that have passed since a
standardized base time (the start of the year 1970 in Greenwich Mean Time, if you care). One
millisecond is one-thousandth of a second. The return value of System. currentTimeMillis ()
is of type long. This function can be used to measure the time that it takes the computer to
perform a task. Just record the time at which the task is begun and the time at which it is
finished and take the difference.
Here is a sample program that performs a few mathematical tasks and reports the time
that it takes for the program to run. On some computers, the time reported might be zero,
because it is too small to measure in milliseconds. Even if it's not zero, you can be sure that
most of the time reported by the computer was spent doing output or working on tasks other
than the program, since the calculations performed in this program occupy only a tiny fraction
of a second of a computer's time.
CHAPTER 2. NAMES AND THINGS
31
/**
* This program performs some mathematical computations and displays
* the results. It then reports the number of seconds that the
* computer spent on this task.
public class TimedComputation {
public static void main(String [ args) {
long startTime; // Starting time of program, in milliseconds.
long endTime; // Time when computations are done, in milliseconds.
double time; // Time difference, in seconds.
startTime = System.currentTimeMillis();
double width, height, hypotenuse; // sides of a triangle
width = 42.0;
height = 17.0;
hypotenuse = Math.sqrt( width*width + height*height );
System.out.print("A triangle with sides 42 and 17 has hypotenuse ");
System. out.println(hypotenuse);
System.out .println("\nMathematically, sin(x)*sin(x) +
+ "cos(x)*cos(x) - 1 should be 0.");
System.out.println("Let's check this for x = 1:");
System.out.print(" sin(1)*sin(1) + cos(1)*cos(1) - 1 is ");
System.out.println( Math.sin(1)*Math.sin(1)
+ Math.cos(1)*Math.cos(1) - 1 );
System.out.println("(There can be round-off errors when"
+ " computing with real numbers!)");
System.out.print("\nHere is a random number: ");
System.out.println( Math.random() );
endTime = System.currentTimeMillis();
time = (endTime - startTime) / 1000.0;
System.out.print("\nRun time in seconds was:
System. out.println(time);
} // end main()
} // end class TimedComputation
2.3.2 Operations on Strings
A value of type String is an object. That object contains data, namely the sequence of characters
that make up the string. It also contains subroutines. All of these subroutines are in fact
functions. For example, every string object contains a function named length that computes
the number of characters in that string. Suppose that advice is a variable that refers to a
String. For example, advice might have been declared and assigned a value as follows:
String advice;
advice = "Seize the day!";
CHAPTER 2. NAMES AND THINGS
32
Then advice. length() is a function call that returns the number of characters in the string
"Seize the day!". In this case, the return value would be 14. In general, for any string variable
str, the value of str. length() is an int equal to the number of characters in the string that is
the value of str. Note that this function has no parameter; the particular string whose length
is being computed is the value of str. The length subroutine is defined by the class String,
and it can be used with any value of type String. It can even be used with String literals, which
are, after all, just constant values of type String. For example, you could have a program count
the characters in "Hello World" for you by saying
System.out .print ("The number of characters in ");
System.out.println("the string \"Hello World\" is ");
System.out.println( "Hello World".length() );
The String class defines a lot of functions. Here are some that you might find useful. Assume
that si and s2 refer to values of type String:
* si. equals (s2) is a function that returns a boolean value. It returns true if si consists
of exactly the same sequence of characters as s2, and returns false otherwise.
* si. equalsIgnoreCase (s2) is another boolean-valued function that checks whether si
is the same string as s2, but this function considers upper and lower case letters
to be equivalent. Thus, if si is "cat", then si. equals ("Cat") is false, while
s1.equalsIgnoreCase("Cat") is true.
e si. length 0, as mentioned above, is an integer-valued function that gives the number of
characters in s1.
* si. charAt (N), where N is an integer, returns a value of type char. It returns the N-
th character in the string. Positions are numbered starting with 0, so si. charAt (0) is
actually the first character, s1. charAt (1) is the second, and so on. The final position is
s1. length() - 1. For example, the value of "cat " . charAt (1) is 'a'. An error occurs if
the value of the parameter is less than zero or greater than si . length() - 1.
* si. substring (N, M), where N and M are integers, returns a value of type String. The
returned value consists of the characters in si in positions N, N+1,. . . , M-1. Note that the
character in position M is not included. The returned value is called a substring of s1.
* si. indexOf (s2) returns an integer. If s2 occurs as a substring of si, then the returned
value is the starting position of that substring. Otherwise, the returned value is -1. You
can also use s1. indexOf (ch) to search for a particular character, ch, in s1. To find the
first occurrence of x at or after position N, you can use si. indexOf (x,N).
* si. compareTo (s2) is an integer-valued function that compares the two strings. If the
strings are equal, the value returned is zero. If si is less than s2, the value returned is
a number less than zero, and if s i is greater than s2, the value returned is some number
greater than zero. (If both of the strings consist entirely of lower case letters, then "less
than" and "greater than" refer to alphabetical order. Otherwise, the ordering is more
complicated.)
* s1. toUpperCase () is a String-valued function that returns a new string that is equal to si,
except that any lower case letters in si have been converted to upper case. For example,
"Cat" .toUpperCase() is the string "CAT". There is also a function s1. toLowerCase().
es s. trim() is a String-valued function that returns a new string that is equal to si except
that any non-printing characters such as spaces and tabs have been trimmed from the
CHAPTER 2. NAMES AND THINGS
33
beginning and from the end of the string. Thus, if s1 has the value "f red ", then
sl.trim() is the string "f red".
For the functions sl.toUpperCase(), sl.toLowerCase(), and sl.trim(), note that the
value of s1 is not modified. Instead a new string is created and returned as the value of
the function. The returned value could be used, for example, in an assignment statement
such as "smallLetters = s1.toLowerCase 0) ;". To change the value of s1, you could use an
assignment "s1 = si.toLowerCase();".
Here is another extremely useful fact about strings: You can use the plus operator, +, to
concatenate two strings. The concatenation of two strings is a new string consisting of all the
characters of the first string followed by all the characters of the second string. For example,
"Hello" + "World" evaluates to "HelloWorld". (Gotta watch those spaces, of course-if you
want a space in the concatenated string, it has to be somewhere in the input data, as in
"Hello " + "World".)
Let's suppose that name is a variable of type String and that it already refers to the name
of the person using the program. Then, the program could greet the user by executing the
statement:
System.out.println("Hello, + name + ". Pleased to meet you!");
Even more surprising is that you can actually concatenate values of any type onto a String
using the + operator. The value is converted to a string, just as it would be if you printed it to
the standard output, and then it is concatenated onto the string. For example, the expression
"Number" + 42 evaluates to the string "Number42". And the statements
System.out.print("After ");
System. out. print (years);
System.out.print(" years, the value is ");
System. out . print (principal);
can be replaced by the single statement:
System.out.print("After " + years +
" years, the value is " + principal);
Obviously, this is very convenient. It would have shortened some of the examples presented
earlier in this chapter.
2.3.3 Introduction to Enums
Java comes with eight built-in primitive types and a large set of types that are defined by
classes, such as String. But even this large collection of types is not sufficient to cover all the
possible situations that a programmer might have to deal with. So, an essential part of Java,
just like almost any other programming language, is the ability to create new types. For the
most part, this is done by defining new classes; you will learn how to do that in Chate 5. But
we will look here at one particular case: the ability to define enums (short for enumerated
types). Enums are a recent addition to Java. They were only added in Version 5.0. Many
programming languages have something similar, and many people believe that enums should
have been part of Java from the beginning.
Technically, an enum is considered to be a special kind of class, but that is not important
for now. In this section, we will look at enums in a simplified form. In practice, most uses of
enums will only need the simplified form that is presented here.
CHAPTER 2. NAMES AND THINGS
34
An enum is a type that has a fixed list of possible values, which is specified when the enum
is created. In some ways, an enum is similar to the boolean data type, which has true and
false as its only possible values. However, boolean is a primitive type, while an enum is not.
The definition of an enum types has the (simplified) form:
enum (enum-type-name) { (list-of-enum-values) }
This definition cannot be inside a subroutine. You can place it outside the main() routine
of the program. The (enum-type-name) can be any simple identifier. This identifier becomes
the name of the enum type, in the same way that "boolean" is the name of the boolean type
and "String" is the name of the String type. Each value in the (list-of-enum-values) must be a
simple identifier, and the identifiers in the list are separated by commas. For example, here is
the definition of an enum type named Season whose values are the names of the four seasons
of the year:
enum Season { SPRING, SUMMER, FALL, WINTER }
By convention, enum values are given names that are made up of upper case letters, but
that is a style guideline and not a syntax rule. Enum values are not variables. Each value is
a constant that always has the same value. In fact, the possible values of an enum type are
usually referred to as enum constants.
Note that the enum constants of type Season are considered to be "contained in" Season,
which means-following the convention that compound identifiers are used for things that are
contained in other things-the names that you actually use in your program to refer to them
are Season.SPRING, Season.SUMMER, Season.FALL, and Season.WINTER.
Once an enum type has been created, it can be used to declare variables in exactly the same
ways that other types are used. For example, you can declare a variable named vacation of
type Season with the statement:
Season vacation;
After declaring the variable, you can assign a value to it using an assignment statement. The
value on the right-hand side of the assignment can be one of the enum constants of type Season.
Remember to use the full name of the constant, including "Season"! For example:
vacation = Season.SUMMER;
You can print out an enum value with an output statement such as System. out . print (vacation).
The output value will be the name of the enum constant (without the "Season."). In this case,
the output would be "SUMMER".
Because an enum is technically a class, the enum values are technically objects. As ob-
jects, they can contain subroutines. One of the subroutines in every enum value is named
ordinal(). When used with an enum value, it returns the ordinal number of the value in
the list of values of the enum. The ordinal number simply tells the position of the value in
the list. That is, Season.SPRING.ordinal0 is the int value 0, Season.SUMMER.ordinal() is
1, Season.FALL .ordinal() is 2, and Season.WINTER.ordinal() is 3. (You will see over and
over again that computer scientists like to start counting at zero!) You can, of course, use
the ordinal() method with a variable of type Season, such as vacation, ordinal() in our
example.
Right now, it might not seem to you that enums are all that useful. As you work though
the rest of the book, you should be convinced that they are. For now, you should at least
appreciate them as the first example of an important concept: creating new types. Here is a
little example that shows enums being used in a complete program:
CHAPTER 2. NAMES AND THINGS
35
public class EnumDemo {
// Define two enum types -- remember that the definitions
// go OUTSIDE The main() routine!
enum Day { SUNDAY, MONDAY, TUESDAY, WEDNESDAY, THURSDAY, FRIDAY, SATURDAY }
enum Month { JAN, FEB, MAR, APR, MAY, JUN, JUL, AUG, SEP, OCT, NOV, DEC }
public static void main(String[1 args) {
Day tgif; // Declare a variable of type Day.
Month libra; // Declare a variable of type Month.
tgif = Day.FRIDAY; // Assign a value of type Day to tgif.
libra = Month.OCT; // Assign a value of type Month to libra.
System.out.print("My sign is libra, since I was born in ");
System.out.println(libra); // Output value will be: OCT
System.out.print("That's the ");
System.out.print( libra.ordinal() );
System. out.println("-th month of the year.");
System.out.println(" (Counting from 0, of course!)");
System.out.print("Isn't it nice to get to ");
System.out.println(tgif); // Output value will be: FRIDAY
System.out.println( tgif + " is the " + tgif.ordinal()
+ "-th day of the week.");
// You can concatenate enum values onto Strings!
}
}
2.4 Text Input and Output
FOR SOME UNFATHOMABLE REASON, Java has never made it easy to read data typed in (online)
by the user of a program. You've already seen that output can be displayed to the user
using the subroutine System. out .print. This subroutine is part of a pre-defined object called
System. out. The purpose of this object is precisely to display output to the user. There is
a corresponding object called System. in that exists to read data input by the user, but it
provides only very primitive input facilities, and it requires some advanced Java programming
skills to use it effectively.
Java 5.0 finally makes input a little easier with a new Scanner class. However, it requires
some knowledge of object-oriented programming to use this class, so it's not appropriate for
use here at the beginning of this course. (Furthermore, in my opinion, Scanner still does not
get things quite right.)
There is some excuse for this lack of concern with input, since Java is meant mainly to
write programs for Graphical User Interfaces, and those programs have their own style of
input/output, which is implemented in Java. However, basic support is needed for input/output
in old-fashioned non-GUI programs. Fortunately, it is possible to extend Java by creating new
classes that provide subroutines that are not available in the standard part of the language.
As soon as a new class is available, the subroutines that it contains can be used in exactly the
same way as built-in routines.
CHAPTER 2. NAMES AND THINGS
36
Along these lines, I've written a class called Text/O that defines subroutines for reading
values typed by the user of a non-GUI program. The subroutines in this class make it possible
to get input from the standard input object, System. in, without knowing about the advanced
aspects of Java that are needed to use Scanner or to use System. in directly. Text/O also
contains a set of output subroutines. The output subroutines are similar to those provided in
System. out, but they provide a few additional features. You can use whichever set of output
subroutines you prefer, and you can even mix them in the same program.
To use the Text/O class, you must make sure that the class is available to your program.
What this means depends on the Java programming environment that you are using. In general,
you just have to add the source code file, TextIO.java, to the same directory that contains your
main program. See Section 2.6 for more information about how to use Text/O.
2.4.1 A First Text Input Example
The input routines in the Text/O class are static member functions. (Static member functions
were introduced in the previous section.) Let's suppose that you want your program to read
an integer typed in by the user. The Text/O class contains a static member function named
getinInt that you can use for this purpose. Since this function is contained in the Text/O class,
you have to refer to it in your program as TextIO. getinInt. The function has no parameters,
so a complete call to the function takes the form "TextI 0.getlnInt 0". This function call
represents the int value typed by the user, and you have to do something with the returned
value, such as assign it to a variable. For example, if userInput is a variable of type int
(created with a declaration statement "int userInput;"), then you could use the assignment
statement
userInput = TextIO.getlnInt();
When the computer executes this statement, it will wait for the user to type in an integer
value. The value typed will be returned by the function, and it will be stored in the variable,
userInput. Here is a complete program that uses TextIO.getlnInt to read a number typed
by the user and then prints out the square of the number that the user types:
* A program that reads an integer that is typed in by the
* user and computes and prints the square of that integer.
public class PrintSquare {
public static void main(StringQ args) {
int userInput; // The number input by the user.
int square; // The userInput, multiplied by itself.
System.out.print("Please type a number: ");
userInput = TextIO.getlnInt();
square = userInput * userInput;
System.out.print("The square of that number is ");
System.out.println(square);
} // end of main()
} //end of class PrintSquare
CHAPTER 2. NAMES AND THINGS
37
When you run this program, it will display the message "Please type a number:" and will
pause until you type a response, including a carriage return after the number.
2.4.2 Text Output
The TextIO class contains static member subroutines Text10 .put and Text10 . put in that can
be used in the same way as System.out.print and System.out.println. For example, al-
though there is no particular advantage in doing so in this case, you could replace the two
lines
System.out.print("The square of that number is ");
Syst em. out . pr int ln(squar e) ;
with
TextIO.put("The square of that number is ");
TextIO.putln(square);
For the next few chapters, I will use TextIO for input in all my examples, and I will often use
it for output. Keep in mind that TextIO can only be used in a program if it is available to that
program. It is not built into Java in the way that the System class is.
Let's look a little more closely at the built-in output subroutines System. out. print and
System. out .printin. Each of these subroutines can be used with one parameter, where the
parameter can be a value of any of the primitive types byte, short, int, long, float, double, char,
or boolean. The parameter can also be a String, a value belonging to an enum type, or indeed
any object. That is, you can say "System.out.print(x);" or "System.out.printin(x);",
where x is any expression whose value is of any type whatsoever. The expression can be a con-
stant, a variable, or even something more complicated such as 2*distance*time. Now, in fact,
the System class actually includes several different subroutines to handle different parameter
types. There is one System. out. print for printing values of type double, one for values of
type int, another for values that are objects, and so on. These subroutines can have the same
name since the computer can tell which one you mean in a given subroutine call statement,
depending on the type of parameter that you supply. Having several subroutines of the same
name that differ in the types of their parameters is called overloading. Many programming
languages do not permit overloading, but it is common in Java programs.
The difference between System.out.print and System.out.printin is that the printin
version outputs a carriage return after it outputs the specified parameter value. There is a
version of System. out . println that has no parameters. This version simply outputs a carriage
return, and nothing else. A subroutine call statement for this version of the program looks like
"System. out . println 0) ; ", with empty parentheses. Note that "System. out . print in (x);" is
exactly equivalent to "System. out . print (x) ; System. out . println 0) ; "; the carriage return
comes after the value of x. (There is no version of System. out. print without parameters.
Do you see why?)
As mentioned above, the TextIO subroutines Text 10 . put and Text 10 . put in can be used
as replacements for System. out . print and System. out . printlin. The TextIO functions work
in exactly the same way as the System functions, except that, as we will see below, TextIO can
also be used to write to other destinations.
CHAPTER 2. NAMES AND THINGS
38
2.4.3 TextIO Input Functions
The TextIO class is a little more versatile at doing output than is System. out. However, it's
input for which we really need it.
With TextIO, input is done using functions. For example, Text 10. getlnInt (), which was
discussed above, makes the user type in a value of type int and returns that input value so that
you can use it in your program. TextIO includes several functions for reading different types of
input values. Here are examples of the ones that you are most likely to use:
j = TextIO.getlnlntO; // Reads a value of type int.
y = TextIO.getlnDoubleO; // Reads a value of type double.
a = TextIO.getlnBooleanO; // Reads a value of type boolean.
c = TextIO.getlnCharO; // Reads a value of type char.
w = TextIO.getlnWordO; // Reads one "word" as a value of type String.
s = TextIO.getlnO; // Reads an entire input line as a String.
For these statements to be legal, the variables on the left side of each assignment statement
must already be declared and must be of the same type as that returned by the function on
the right side. Note carefully that these functions do not have parameters. The values that
they return come from outside the program, typed in by the user as the program is running.
To "capture" that data so that you can use it in your program, you have to assign the return
value of the function to a variable. You will then be able to refer to the user's input value by
using the name of the variable.
When you call one of these functions, you are guaranteed that it will return a legal value of
the correct type. If the user types in an illegal value as input-for example, if you ask for an
int and the user types in a non-numeric character or a number that is outside the legal range
of values that can be stored in in a variable of type int-then the computer will ask the user to
re-enter the value, and your program never sees the first, illegal value that the user entered. For
TextIG . getlnBoolean(), the user is allowed to type in any of the following: true, false, t, f, yes,
no, y, n, 1, or 0. Furthermore, they can use either upper or lower case letters. In any case, the
user's input is interpreted as a true/false value. It's convenient to use TextIO. getlnBoolean()
to read the user's response to a Yes/No question.
You'll notice that there are two input functions that return Strings. The first, getinWord(),
returns a string consisting of non-blank characters only. When it is called, it skips over any
spaces and carriage returns typed in by the user. Then it reads non-blank characters until it gets
to the next space or carriage return. It returns a String consisting of all the non-blank characters
that it has read. The second input function, get in(), simply returns a string consisting of all
the characters typed in by the user, including spaces, up to the next carriage return. It gets an
entire line of input text. The carriage return itself is not returned as part of the input string,
but it is read and discarded by the computer. Note that the String returned by this function
might be the empty string, "", which contains no characters at all. You will get this return
value if the user simply presses return, without typing anything else first.
All the other input functions listed-getinlntO(, getinDouble0(, getlnBoolean(), and
getlinChar ()-behave like get Word() in that they will skip past any blanks and carriage returns
in the input before reading a value.
Furthermore, if the user types extra characters on the line after the input value, all the
extra characters will be discarded, along with the carriage return at the end of the
line. If the program executes another input function, the user will have to type in another line
of input. It might not sound like a good idea to discard any of the user's input, but it turns out
to be the safest thing to do in most programs. Sometimes, however, you do want to read more
CHAPTER 2. NAMES AND THINGS
39
than one value from the same line of input. TextIO provides the following alternative input
functions to allow you to do this:
j = TextIO.getlntO; // Reads a value of type int.
y = TextIO.getDoubleO; // Reads a value of type double.
a = TextIO.getBooleanO; // Reads a value of type boolean.
c = TextIO.getCharO; // Reads a value of type char.
w = TextIO.getWordO; // Reads one "word" as a value of type String.
The names of these functions start with "get" instead of "getln". "Getln" is short for "get
line" and should remind you that the functions whose names begin with "getln" will get an
entire line of data. A function without the "ln" will read an input value in the same way, but
will then save the rest of the input line in a chunk of internal memory called the input buffer.
The next time the computer wants to read an input value, it will look in the input buffer before
prompting the user for input. This allows the computer to read several values from one line
of the user's input. Strictly speaking, the computer actually reads only from the input buffer.
The first time the program tries to read input from the user, the computer will wait while the
user types in an entire line of input. TextIO stores that line in the input buffer until the data
on the line has been read or discarded (by one of the "getln" functions). The user only gets to
type when the buffer is empty.
Clearly, the semantics of input is much more complicated than the semantics of output!
Fortunately, for the majority of applications, it's pretty straightforward in practice. You only
need to follow the details if you want to do something fancy. In particular, I strongly advise
you to use the "getln" versions of the input routines, rather than the "get" versions, unless you
really want to read several items from the same line of input, precisely because the semantics
of the "getln" versions is much simpler.
Note, by the way, that although the TextIO input functions will skip past blank spaces and
carriage returns while looking for input, they will not skip past other characters. For example,
if you try to read two ints and the user types "2,3", the computer will read the first number
correctly, but when it tries to read the second number, it will see the comma. It will regard this
as an error and will force the user to retype the number. If you want to input several numbers
from one line, you should make sure that the user knows to separate them with spaces, not
commas. Alternatively, if you want to require a comma between the numbers, use get Char ()
to read the comma before reading the second number.
There is another character input function, Text10.getAnyChar 0, which does not skip past
blanks or carriage returns. It simply reads and returns the next character typed by the user,
even if it's a blank or carriage return. If the user typed a carriage return, then the char returned
by getAnyCharO( is the special linefeed character '\n'. There is also a function, TextIG . peek0(),
that lets you look ahead at the next character in the input without actually reading it. After
you "peek" at the next character, it will still be there when you read the next item from input.
This allows you to look ahead and see what's coming up in the input, so that you can take
different actions depending on what's there.
The TextIO class provides a number of other functions. To learn more about them, you can
look at the comments in the source code file, TextIO.java.
(You might be wondering why there are only two output routines, print and printin,
which can output data values of any type, while there is a separate input routine for each data
type. As noted above, in reality there are many print and printin routines, one for each data
type. The computer can tell them apart based on the type of the parameter that you provide.
However, the input routines don't have parameters, so the different input routines can only be
CHAPTER 2. NAMES AND THINGS
40
distinguished by having different names.)
Using TextIO for input and output, we can now improve the program from section.2.2 for
computing the value of an investment. We can have the user type in the initial value of the
investment and the interest rate. The result is a much more useful program-for one thing, it
makes sense to run it more than once!
/**
* This class implements a simple program that will compute
* the amount of interest that is earned on an investment over
* a period of one year. The initial amount of the investment
* and the interest rate are input by the user. The value of
* the investment at the end of the year is output. The
* rate must be input as a decimal, not a percentage (for
* example, 0.05 rather than 5).
public class Interest2 {
public static void main(String [ args) {
double principal; // The value of the investment.
double rate; // The annual interest rate.
double interest; // The interest earned during the year.
TextIO .put ("Enter the initial investment: ");
principal = TextIO.getlnDouble();
TextIO.put("Enter the annual interest rate (decimal, not percentage!): ");
rate = TextIO.getlnDouble();
interest = principal * rate; // Compute this year's interest.
principal = principal + interest; // Add it to principal.
TextIO.put("The value of the investment after one year is $");
TextIO.putln(principal);
} // end of main()
} // end of class Interest2
2.4.4 Formatted Output
If you ran the preceding Interest2 example, you might have noticed that the answer is not
always written in the format that is usually used for dollar amounts. In general, dollar amounts
are written with two digits after the decimal point. But the program's output can be a number
like 1050.0 or 43.575. It would be better if these numbers were printed as 1050.00 and 43.58.
Java 5.0 introduced a formatted output capability that makes it much easier than it used
to be to control the format of output numbers. A lot of formatting options are available. I will
cover just a few of the simplest and most commonly used possibilities here.
You can use the function System. out .printf to produce formatted output. (The name
"printf," which stands for "print formatted," is copied from the C and C++ programming
languages, which have always have a similar formatting capability). System. out . printf takes
two or more parameters. The first parameter is a String that specifies the format of the output.
This parameter is called the format string. The remaining parameters specify the values that
CHAPTER 2. NAMES AND THINGS
41
are to be output. Here is a statement that will print a number in the proper format for a dollar
amount, where amount is a variable of type double:
System. out .printf ( "%1.2f", amount ) ;
TextIO can also do formatted output. The function TextIO . putf has the same
functionality as System. out. printf. Using TextIO, the above example would be:
TextIO.printf ("%1.2", amount); and you could say TextIO.putln("%1.2f ",principal);
instead of TextI0.putIn (principal); in the Interest2 program to get the output in the
right format.
The output format of a value is specified by a format specifier. The format string (in
the simple cases that I cover here) contains one format specifier for each of the values that is
to be output. Some typical format specifiers are %d, %12d, %10s, %1.2f, %15.8e and %1.8g.
Every format specifier begins with a percent sign (%) and ends with a letter, possibly with some
extra formatting information in between. The letter specifies the type of output that is to be
produced. For example, in %d and %12d, the "d" specifies that an integer is to be written. The
"12" in %12d specifies the minimum number of spaces that should be used for the output. If
the integer that is being output takes up fewer than 12 spaces, extra blank spaces are added
in front of the integer to bring the total up to 12. We say that the output is "right-justified
in a field of length 12." The value is not forced into 12 spaces; if the value has more than 12
digits, all the digits will be printed, with no extra spaces. The specifier %d means the same as
%1d; that is an integer will be printed using just as many spaces as necessary. (The "d," by the
way, stands for "decimal" (base-10) numbers. You can use an "x" to output an integer value
in hexadecimal form.)
The letter "s" at the end of a format specifier can be used with any type of value. It
means that the value should be output in its default format, just as it would be in unformatted
output. A number, such as the "10" in %10s can be added to specify the (minimum) number
of characters. The "s" stands for "string," meaning that the value is converted into a String
value in the usual way.
The format specifiers for values of type double are even more complicated. An "f', as
in %1. 2f, is used to output a number in "floating-point" form, that is with digits after the
decimal point. In %1.2f, the "2" specifies the number of digits to use after the decimal point.
The "1" specifies the (minimum) number of characters to output, which effectively means that
just as many characters as are necessary should be used. Similarly, %12.3f would specify a
floating-point format with 3 digits after the decimal point, right-justified in a field of length 12.
Very large and very small numbers should be written in exponential format, such as
6.00221415e23, representing "6.00221415 times 10 raised to the power 23." A format speci-
fier such as %15.8e specifies an output in exponential form, with the "8" telling how many
digits to use after the decimal point. If you use "g" instead of "e", the output will be in
floating-point form for small values and in exponential form for large values. In %1.8g, the
8 gives the total number of digits in the answer, including both the digits before the decimal
point and the digits after the decimal point.
In addition to format specifiers, the format string in a printf statement can include other
characters. These extra characters are just copied to the output. This can be a convenient way
to insert values into the middle of an output string. For example, if x and y are variables of
type int, you could say
System.out.printf ("The product of Xd and Xd is Xd", x, y, x*y);
When this statement is executed, the value of x is substituted for the first %d in the string, the
CHAPTER 2. NAMES AND THINGS
42
value of y for the second %d, and the value of the expression x*y for the third, so the output
would be something like "The product of 17 and 42 is 714" (quotation marks not included in
output!).
2.4.5 Introduction to File I/O
System. out sends its output to the output destination known as "standard output." But stan-
dard output is just one possible output destination. For example, data can be written to a file
that is stored on the user's hard drive. The advantage to this, of course, is that the data is
saved in the file even after the program ends, and the user can print the file, email it to someone
else, edit it with another program, and so on.
TextIO has the ability to write data to files and to read data from files. When you write
output using the put, putln, or putf method in TextIO, the output is sent to the current
output destination. By default, the current output destination is standard output. However,
TextIO has some subroutines that can be used to change the current output destination. To
write to a file named "result.txt", for example, you would use the statement:
TextIO.writeFile("result .txt");
After this statement is executed, any output from TextIO output statements will be sent to the
file named "result.txt" instead of to standard output. The file should be created in the same
directory that contains the program. Note that if a file with the same name already exists, its
previous contents will be erased! In many cases, you want to let the user select the file that
will be used for output. The statement
TextIO.writeUserSelectedFile();
will open a typical graphical-user-interface file selection dialog where the user can specify the
output file. If you want to go back to sending output to standard output, you can say
Text 10 . writ eStandardOutput ();
You can also specify the input source for Text 10' s various "get" functions. The default input
source is standard input. You can use the statement Text10.readFile ("data. txt") to read
from a file named "data.txt" instead, or you can let the user select the input file by saying
TextIO.readUserSelectedFile(), and you can go back to reading from standard input with
TextIO . readStandardInput().
When your program is reading from standard input, the user gets a chance to correct any
errors in the input. This is not possible when the program is reading from a file. If illegal data
is found when a program tries to read from a file, an error occurs that will crash the program.
(Later, we will see that is is possible to "catch" such errors and recover from them.) Errors can
also occur, though more rarely, when writing to files.
A complete understanding of file input/output in Java requires a knowledge of object ori-
ented programming. We will return to the topic later, in C 1. The file I/O capabilities
in TextIO are rather primitive by comparison. Nevertheless, they are sufficient for many appli-
cations, and they will allow you to get some experience with files sooner rather than later.
As a simple example, here is a program that asks the user some questions and outputs the
user's responses to a file named "profile.txt":
public class CreateProfile {
public static void main(String[1 args) {
CHAPTER 2. NAMES AND THINGS
43
String name; // The user's name.
String email; // The user's email address.
double salary; // the user's yearly salary.
String favColor; // The user's favorite color.
TextIO.putln("Good Afternoon! This program will create");
TextIO.putln("your profile file, if you will just answer");
TextIO.putln("a few simple questions.");
TextIO.putln();
/* Gather responses from the user.
TextIO.put("What is your name?
name = TextIO.getln();
TextIO.put("What is your email address? ");
email = TextIO.getln();
TextIO.put("What is your yearly income? ");
salary = TextIO.getlnDouble();
TextIO.put("What is your favorite color? ");
favColor = TextIO.getln();
/* Write the user's information to the file named profile.txt. */
TextIO.writeFile("profile.txt"); // subsequent output goes to the file
TextIO.putln("Name: " + name);
TextIO.putln("Email: " + email);
TextIO.putln("Favorite Color: " + favColor);
TextIO.putf( "Yearly Income: %1.2f\n", salary);
// The "/n" in the previous line is a carriage return.
/* Print a final message to standard output. */
TextIO.writeStandardOutput();
TextIO.putln("Thank you. Your profile has been written to profile.txt.");
}
}
2.5 Details of Expressions
THIS SECTION TAKES A CLOSER LOOK at expressions. Recall that an expression is a piece of (online)
program code that represents or computes a value. An expression can be a literal, a variable,
a function call, or several of these things combined with operators such as + and >. The value
of an expression can be assigned to a variable, used as a parameter in a subroutine call, or
combined with other values into a more complicated expression. (The value can even, in some
cases, be ignored, if that's what you want to do; this is more common than you might think.)
Expressions are an essential part of programming. So far, these notes have dealt only informally
with expressions. This section tells you the more-or-less complete story (leaving out some of
the less commonly used operators).
The basic building blocks of expressions are literals (such as 674, 3. 14, true, and 'X'),
variables, and function calls. Recall that a function is a subroutine that returns a value. You've
already seen some examples of functions, such as the input routines from the TextIO class and
the mathematical functions from the Math class.
CHAPTER 2. NAMES AND THINGS
44
The Math class also contains a couple of mathematical constants that are useful in math-
ematical expressions: Math. PI represents 7 (the ratio of the circumference of a circle to its
diameter), and Math. E represents e (the base of the natural logarithms). These "constants"
are actually member variables in Math of type double. They are only approximations for the
mathematical constants, which would require an infinite number of digits to specify exactly.
Literals, variables, and function calls are simple expressions. More complex expressions
can be built up by using operators to combine simpler expressions. Operators include + for
adding two numbers, > for comparing two values, and so on. When several operators appear
in an expression, there is a question of precedence, which determines how the operators are
grouped for evaluation. For example, in the expression "A + B * C", B*C is computed first
and then the result is added to A. We say that multiplication (*) has higher precedence
than addition (+). If the default precedence is not what you want, you can use parentheses to
explicitly specify the grouping you want. For example, you could use "(A + B) * C" if you
want to add A to B first and then multiply the result by C.
The rest of this section gives details of operators in Java. The number of operators in Java
is quite large, and I will not cover them all here. Most of the important ones are here; a few
will be covered in later chapters as they become relevant.
2.5.1 Arithmetic Operators
Arithmetic operators include addition, subtraction, multiplication, and division. They are
indicated by +, -, *, and /. These operations can be used on values of any numeric type:
byte, short, int, long, float, or double. When the computer actually calculates one of these
operations, the two values that it combines must be of the same type. If your program tells
the computer to combine two values of different types, the computer will convert one of the
values from one type to another. For example, to compute 37.4 + 10, the computer will convert
the integer 10 to a real number 10.0 and will then compute 37.4 + 10.0. This is called a type
conversion. Ordinarily, you don't have to worry about type conversion in expressions, because
the computer does it automatically.
When two numerical values are combined (after doing type conversion on one of them, if
necessary), the answer will be of the same type. If you multiply two ints, you get an int; if you
multiply two doubles, you get a double. This is what you would expect, but you have to be
very careful when you use the division operator /. When you divide two integers, the answer
will always be an integer; if the quotient has a fractional part, it is discarded. For example, the
value of 7/2 is 3, not 3.5. If N is an integer variable, then N/100 is an integer, and 1/N is equal
to zero for any N greater than one! This fact is a common source of programming errors. You
can force the computer to compute a real number as the answer by making one of the operands
real: For example, when the computer evaluates 1.0/N, it first converts N to a real number in
order to match the type of 1.0, so you get a real number as the answer.
Java also has an operator for computing the remainder when one integer is divided by
another. This operator is indicated by X. If A and B are integers, then A X B represents the
remainder when A is divided by B. (However, for negative operands, X is not quite the same as
the usual mathematical "modulus" operator, since if one of A or B is negative, then the value
of A X B will be negative.) For example, 7 % 2 is 1, while 34577 % 100 is 77, and 50 X 8 is
2. A common use of X is to test whether a given integer is even or odd. N is even if N X 2 is
zero, and it is odd if N X 2 is 1. More generally, you can check whether an integer N is evenly
divisible by an integer M by checking whether N X M is zero.
Finally, you might need the unary minus operator, which takes the negative of a number.
CHAPTER 2. NAMES AND THINGS
45
For example, -X has the same value as (-1) *X. For completeness, Java also has a unary plus
operator, as in +X, even though it doesn't really do anything.
By the way, recall that the + operator can also be used to concatenate a value of any
type onto a String. This is another example of type conversion. In Java, any type can be
automatically converted into type String.
2.5.2 Increment and Decrement
You'll find that adding 1 to a variable is an extremely common operation in programming.
Subtracting 1 from a variable is also pretty common. You might perform the operation of
adding 1 to a variable with assignment statements such as:
counter = counter + 1;
goalsScored = goalsScored + 1;
The effect of the assignment statement x = x + 1 is to take the old value of the variable
x, compute the result of adding 1 to that value, and store the answer as the new value of
x. The same operation can be accomplished by writing x++ (or, if you prefer, ++x). This
actually changes the value of x, so that it has the same effect as writing "x = x + 1". The two
statements above could be written
counter++;
goalsScored++;
Similarly, you could write x-- (or --x) to subtract 1 from x. That is, x-- performs the same
computation as x = x - 1. Adding 1 to a variable is called incrementing that variable,
and subtracting 1 is called decrementing. The operators ++ and -- are called the increment
operator and the decrement operator, respectively. These operators can be used on variables
belonging to any of the numerical types and also on variables of type char.
Usually, the operators ++ or -- are used in statements like "x++;" or "x--;". These state-
ments are commands to change the value of x. However, it is also legal to use x++, ++x, x--,
or --x as expressions, or as parts of larger expressions. That is, you can write things like:
y = x++;
y = ++x;
TextIO.putln(--x);
z = (++x) * (y--);
The statement "y = x++;" has the effects of adding 1 to the value of x and, in addition, assigning
some value to y. The value assigned to y is the value of the expression x++, which is defined
to be the old value of x, before the 1 is added. Thus, if the value of x is 6, the statement "y
= x++;" will change the value of x to 7, but it will change the value of y to 6 since the value
assigned to y is the old value of x. On the other hand, the value of ++x is defined to be the
new value of x, after the 1 is added. So if x is 6, then the statement "y = ++x;" changes the
values of both x and y to 7. The decrement operator, --, works in a similar way.
This can be confusing. My advice is: Don't be confused. Use ++ and -- only in stand-alone
statements, not in expressions. I will follow this advice in all the examples in these notes.
2.5.3 Relational Operators
Java has boolean variables and boolean-valued expressions that can be used to express con-
ditions that can be either true or f alse. One way to form a boolean-valued expression is
CHAPTER 2. NAMES AND THINGS
46
to compare two values using a relational operator. Relational operators are used to test
whether two values are equal, whether one value is greater than another, and so forth. The
relational operators in Java are: ==, =, <, >, <=, and >=. The meanings of these operators are:
A == B Is A "equal to" B?
A != B Is A "not equal to" B?
A < B Is A "less than" B?
A > B Is A "greater than" B?
A <= B Is A "less than or equal to" B?
A >= B Is A "greater than or equal to" B?
These operators can be used to compare values of any of the numeric types. They can also be
used to compare values of type char. For characters, < and > are defined according the numeric
Unicode values of the characters. (This might not always be what you want. It is not the same
as alphabetical order because all the upper case letters come before all the lower case letters.)
When using boolean expressions, you should remember that as far as the computer is con-
cerned, there is nothing special about boolean values. In the next chapter, you will see how to
use them in loop and branch statements. But you can also assign boolean-valued expressions
to boolean variables, just as you can assign numeric values to numeric variables.
By the way, the operators == and != can be used to compare boolean values. This is
occasionally useful. For example, can you figure out what this does:
boolean sameSign;
sameSign = ((x > 0) == (y > 0));
One thing that you cannot do with the relational operators <, >, <=, and <= is to use them
to compare values of type String. You can legally use == and != to compare Strings, but
because of peculiarities in the way objects behave, they might not give the results you want.
(The == operator checks whether two objects are stored in the same memory location, rather
than whether they contain the same value. Occasionally, for some objects, you do want to make
such a check-but rarely for strings. I'll get back to this in a later chapter.) Instead, you should
use the subroutines equals (), equalsIgnoreCase 0, and compareTo(), which were described
Section2.3,to compare two Strings.
2.5.4 Boolean Operators
In English, complicated conditions can be formed using the words "and", "or", and "not." For
example, "If there is a test and you did not study for it... ". "And", "or", and "not" are
boolean operators, and they exist in Java as well as in English.
In Java, the boolean operator "and" is represented by &&. The && operator is used to
combine two boolean values. The result is also a boolean value. The result is true if both
of the combined values are true, and the result is false if either of the combined values is
false. For example, "(x == 0) && (y == 0)" is true if and only if both x is equal to 0 and
y is equal to 0.
The boolean operator "or" is represented by ||I. (That's supposed to be two of the vertical
line characters, I .) The expression "A ||I B" is true if either A is true or B is true, or if both
are true. "A ||I B" is f alse only if both A and B are false.
The operators && and ||I are said to be short-circuited versions of the boolean operators.
This means that the second operand of && or ||I is not necessarily evaluated. Consider the test
(x !=0) && (y/x > 1)
CHAPTER 2. NAMES AND THINGS
47
Suppose that the value of x is in fact zero. In that case, the division y/x is undefined math-
matically. However, the computer will never perform the division, since when the computer
evaluates (x != 0), it finds that the result is false, and so it knows that ((x != 0) && any-
thing) has to be false. Therefore, it doesn't bother to evaluate the second operand, (y/x > 1).
The evaluation has been short-circuited and the division by zero is avoided. Without the short-
circuiting, there would have been a division by zero. (This may seem like a technicality, and it
is. But at times, it will make your programming life a little easier.)
The boolean operator "not" is a unary operator. In Java, it is indicated by ! and is written
in front of its single operand. For example, if test is a boolean variable, then
test = ! test;
will reverse the value of test, changing it from true to false, or from false to true.
2.5.5 Conditional Operator
Any good programming language has some nifty little features that aren't really necessary but
that let you feel cool when you use them. Java has the conditional operator. It's a ternary
operator-that is, it has three operands-and it comes in two pieces, ? and :, that have to be
used together. It takes the form
(boolean-expression) ? (expressionl) : (expression2)
The computer tests the value of (booleart-expressiort). If the value is true, it evaluates
(expressiorti); otherwise, it evaluates (expression2). For example:
next = (N % 2 == 0) ? (N/2) : (3*N+1);
will assign the value N/2 to next if N is even (that is, if N % 2 == 0 is true), and it will assign
the value (3*N+1) to next if N is odd. (The parentheses in this example are not required, but
they do make the expression easier to read.)
2.5.6 Assignment Operators and Type-Casts
You are already familiar with the assignment statement, which uses the symbol "=" to assign
the value of an expression to a variable. In fact, = is really an operator in the sense that an
assignment can itself be used as an expression or as part of a more complex expression. The
value of an assignment such as A=B is the same as the value that is assigned to A. So, if you
want to assign the value of B to A and test at the same time whether that value is zero, you
could say:
if ( (A=B) == 0 ) .. .
Usually, I would say, don't do things like that!
In general, the type of the expression on the right-hand side of an assignment statement
must be the same as the type of the variable on the left-hand side. However, in some cases,
the computer will automatically convert the value computed by the expression to match the
type of the variable. Consider the list of numeric types: byte, short, int, long, float, double.
A value of a type that occurs earlier in this list can be converted automatically to a value that
occurs later. For example:
int A ;
double X;
short B;
CHAPTER 2. NAMES AND THINGS
48
A = 17;
X = A; // OK; A is converted to a double
B = A; // illegal; no automatic conversion
// from int to short
The idea is that conversion should only be done automatically when it can be done without
changing the semantics of the value. Any int can be converted to a double with the same
numeric value. However, there are int values that lie outside the legal range of shorts. There
is simply no way to represent the int 100000 as a short, for example, since the largest value of
type short is 32767.
In some cases, you might want to force a conversion that wouldn't be done automatically.
For this, you can use what is called a type cast. A type cast is indicated by putting a type
name, in parentheses, in front of the value you want to convert. For example,
int A;
short B;
A = 17;
B = (short)A; // OK; A is explicitly type cast
// to a value of type short
You can do type casts from any numeric type to any other numeric type. However, you should
note that you might change the numeric value of a number by type-casting it. For example,
(short) 100000 is -31072. (The -31072 is obtained by taking the 4-byte int 100000 and throwing
away two of those bytes to obtain a short-you've lost the real information that was in those
two bytes.)
As another example of type casts, consider the problem of getting a random integer between
1 and 6. The function Math. random0) gives a real number between 0.0 and 0.9999..., and so
6*Math. random() is between 0.0 and 5.999.... The type-cast operator, (int), can be used to
convert this to an integer: (int) (6*Math. random()). A real number is cast to an integer by
discarding the fractional part. Thus, (int) (6*Math. random0) is one of the integers 0, 1, 2, 3,
4, and 5. To get a number between 1 and 6, we can add 1: "(int) (6*Math.random()) + 1".
You can also type-cast between the type char and the numeric types. The numeric value
of a char is its Unicode code number. For example, (char) 97 is 'a', and (int) '+' is 43.
(However, a type conversion from char to int is automatic and does not have to be indicated
with an explicit type cast.)
Java has several variations on the assignment operator, which exist to save typing. For
example, "A += B" is defined to be the same as "A = A + B". Every operator in Java that
applies to two operands gives rise to a similar assignment operator. For example:
x -= y; //same as: x=x-y;
x*=y; //same as: x=x*y;
x=y; //same as: x=x/y;
x %= y; // same as: x = x % y; (for integers x and y)
q &&= p; // same as: q = q && p; (f or booleans q and p)
The combined assignment operator += even works with strings. Recall that when the + operator
is used with a string as one of the operands, it represents concatenation. Since str += x is
equivalent to str = str + x, when += is used with a string on the left-hand side, it appends
the value on the right-hand side onto the string. For example, if str has the value "tire", then
the statement str += ' d' ; changes the value of str to "tired".
CHAPTER 2. NAMES AND THINGS
49
2.5.7 Type Conversion of Strings
In addition to automatic type conversions and explicit type casts, there are some other cases
where you might want to convert a value of one type into a value of a different type. One
common example is the conversion of a String value into some other type, such as converting
the string "10" into the int value 10 or the string "17.42e-2" into the double value 0.1742. In
Java, these conversions are handled by built-in functions.
There is a standard class named Integer that contains several subroutines and variables
related to the int data type. (Recall that since int is not a class, int itself can't contain
any subroutines or variables.) In particular, if str is any expression of type String, then
Integer. parse Int (str) is a function call that attempts to convert the value of str into a
value of type int. For example, the value of Integer.parseInt ("10") is the int value 10. If
the parameter to Integer. parseInt does not represent a legal int value, then an error occurs.
Similarly, the standard class named Double includes a function Double. parseDouble that
tries to convert a parameter of type String into a value of type double. For example, the
value of the function call Double .parseDouble ("3.14") is the double value 3.14. (Of course,
in practice, the parameter used in Double.parseDouble or Integer.parseInt would be a
variable or expression rather than a constant string.)
Type conversion functions also exist for converting strings into enumerated type values.
(Enumerated types, or enums, were introduced in Subsection 2.3.3.) For any enum type, a
predefined function named valueOf is automatically defined for that type. This is a function
that takes a string as parameter and tries to convert it to a value belonging to the enum. The
valueOf function is part of the enum type, so the name of the enum is part of the full name of
the function. For example, if an enum Suit is defined as
enum Suit { SPADE, DIAMOND, CLUB, HEART }
then the name of the type conversion function would be Suit .valueOf. The value of the
function call Suit .valueOf ("CLUB") would be the enumerated type value Suit . CLUB. For the
conversion to succeed, the string must exactly match the simple name of one of the enumerated
type constants (without the "Suit." in front).
2.5.8 Precedence Rules
If you use several operators in one expression, and if you don't use parentheses to explicitly
indicate the order of evaluation, then you have to worry about the precedence rules that deter-
mine the order of evaluation. (Advice: don't confuse yourself or the reader of your program;
use parentheses liberally.)
Here is a listing of the operators discussed in this section, listed in order from highest
precedence (evaluated first) to lowest precedence (evaluated last):
Unary operators: ++, --, !, unary - and +, type-cast
Multiplication and division: *, I, X
Addition and subtraction: +, -
Relational operators: <, >, <=, >=
Equality and inequality: ==, !
Boolean and: &&
Boolean or: ||I
Conditional operator: ?
Assignment operators: =, +=, -=, *=, /=, X=
CHAPTER 2. NAMES AND THINGS
50
Operators on the same line have the same precedence. When operators of the same precedence
are strung together in the absence of parentheses, unary operators and assignment operators are
evaluated right-to-left, while the remaining operators are evaluated left-to-right. For example,
A*B/C means (A*B) /C, while A=B=C means A= (B=C). (Can you see how the expression A=B=C
might be useful, given that the value of B=C as an expression is the same as the value that is
assigned to B?)
2.6 Programming Environments
ALTHOUGH THE JAVA LANGUAGE is highly standardized, the procedures for creating, compil- (online)
ing, and editing Java programs vary widely from one programming environment to another.
There are two basic approaches: a command line environment, where the user types com-
mands and the computer responds, and an integrated development environment (IDE),
where the user uses the keyboard and mouse to interact with a graphical user interface. While
there is just one common command line environment for Java programming, there is a wide
variety of IDEs.
I cannot give complete or definitive information on Java programming environments in this
section, but I will try to give enough information to let you compile and run the examples from
this textbook, at least in a command line environment. There are many IDEs, and I can't
cover them all here. I will concentrate on Eclipse, one of the most popular IDEs for Java
programming, but some of the information that is presented will apply to other IDEs as well.
One thing to keep in mind is that you do not have to pay any money to do Java programming
(aside from buying a computer, of course). Everything that you need can be downloaded for
free on the Internet.
2.6.1 Java Development Kit
The basic development system for Java programming is usually referred to as the JDK (Java
Development Kit). It is a part of J2SE, the Java 2 Platform Standard Edition. This book
requires J2SE version 5.0 (or higher). Confusingly, the JDK that is part of J2SE version 5.0
is sometimes referred to as JDK 1.5 instead of 5.0. Note that J2SE comes in two versions,
a Development Kit version and a Runtime version. The Runtime can be used to run Java
programs and to view Java applets in Web pages, but it does not allow you to compile your
own Java programs. The Development Kit includes the Runtime and adds to it the JDK which
lets you compile programs. You need a JDK for use with this textbook.
Java was developed by Sun Microsystems, Inc., which makes its JDK for Windows and Linux
available for free download at its Java Web site, java.sun.com. If you have a Windows computer,
it might have come with a Java Runtime, but you might still need to download the JDK. Some
versions of Linux come with the JDK either installed by default or on the installation media. If
you need to download and install the JDK, be sure to get JDK 5.0 (or higher). As of June, 2006,
the download page for JDK 5.0 can be found at http://java sunicom/j2se/1..0/downloadijsp.
Mac OS comes with Java. The version included with Mac 05 10.4 is 1.4.2, the version
previous to Java 5.0. However, JDK Version 5.0 is available for Mac 05 10.4 on Ap)ple's Web
site and can also be installed through the standard Mac OS Software Update application.
If a JDK is installed on your computer, you can use the command line environment to
compile and run Java programs. Some IDEs depend on the JDK, so even if you plan to use an
IDE for programming, you might still need a JDK.
CHAPTER 2. NAMES AND THINGS
51
2.6.2 Command Line Environment
Many modern computer users find the command line environment to be pretty alien and unin-
tuitive. It is certainly very different from the graphical user interfaces that most people are used
to. However, it takes only a little practice to learn the basics of the command line environment
and to become productive using it.
To use a command line programming environment, you will have to open a window where
you can type in commands. In Windows, you can open such a command window by running
the program named cmd. One way to run cmd is to use the "Run Program" feature in the
Start menu, and enter "cmd" as the name of the program. In Mac OS, you want to run the
Terminal program, which can be be found in the Utilities folder inside the Applications folder.
In Linux, there are several possibilities, including Konsole, gterm, and xterm.
No matter what type of computer you are using, when you open a command window, it
will display a prompt of some sort. Type in a command at the prompt and press return. The
computer will carry out the command, displaying any output in the command window, and will
then redisplay the prompt so that you can type another command. One of the central concepts
in the command line environment is the current directory which contains the files to which
commands that you type apply. (The words "directory" and "folder" mean the same thing.)
Often, the name of the current directory is part of the command prompt. You can get a list of
the files in the current directory by typing in the command dir (on Windows) or is (on Linux
and Mac OS). When the window first opens, the current directory is your home directory,
where all your files are stored. You can change the current directory using the cd command
with the name of the directory that you want to use. For example, to change into your Desktop
directory, type in the command cd Desktop and press return.
You should create a directory (that is, a folder) to hold your Java work. For example, create a
directory named j avawork in your home directory. You can do this using your computer's GUI;
another way to do it is to open a command window and enter the command mkdir j avawork.
When you want to work on programming, open a command window and enter the command
cd j avawork to change into your work directory. Of course, you can have more than one
working directory for your Java work; you can organize your files any way you like.
The most basic commands for using Java on the command line are javac and Java; j avac
is used to compile Java source code, and j ava is used to run Java stand-alone applications. If a
JDK is correctly installed on your computer, it should recognize these commands when you type
them in on the command line. Try typing the commands j ava -version and j avac -version
which should tell you which version of Java is installed. If you get a message such as "Command
not found," then Java is not correctly installed. If the "java" command works, but "javac" does
not, it means that a Java Runtime is installed rather than a Development Kit.
To test the j avac command, place a copy of TextIO.java into your working directory. (If you
downloaded the Web site of this book, you can find it in the directory named source; you can
use your computer's GUI to copy-and-paste this file into your working directory. Alternatively,
you can navigate to TextIO~java on the book's Web site and use the "Save As" command in
your Web browser to save a copy of the file into your working directory.) Type the command:
j avac Text IO .java
This will compile TextI10 . java and will create a bytecode file named TextI 0. class in the same
directory. Note that if the command succeeds, you will not get any response from the computer;
it will just redisplay the command prompt to tell you it's ready for another command.
CHAPTER 2. NAMES AND THINGS
52
To test the j ava command, copy sample program Interest2. j ava from this book's source
directory into your working directory. First, compile the program with the command
javac Interest2.java
Remember that for this to succeed, TextIO must already be in the same directory. Then you
can execute the program using the command
java Interest2
Be careful to use just the name of the program, Interest2, not the name of the Java source
code file or the name of the compiled class file. When you give this command, the program will
run. You will be asked to enter some information, and you will respond by typing your answers
into the command window, pressing return at the end of the line. When the program ends, you
will see the command prompt, and you can enter another command.
You can follow the same procedure to run all of the examples in the early sections of this
book. When you start work with applets, you will need a different command to execute the
applets. That command will be introduced later in the book.
To create your own programs, you will need a text editor. A text editor is a computer
program that allows you to create and save documents that contain plain text. It is important
that the documents be saved as plain text, that is without any special encoding or formatting
information. Word processor documents are not appropriate, unless you can get your word
processor to save as plain text. A good text editor can make programming a lot more pleasant.
Linux comes with several text editors. On Windows, you can use notepad in a pinch, but you
will probably want something better. For Mac OS, you might download the free Text Wrangler
application. One possibility that will work on any platform is to use jedit, a good programmer's
text editor that is itself written in Java and that can be downloaded for free from www.jedit.org.
To create your own programs, you should open a command line window and cd into the
working directory where you will store your source code files. Start up your text editor program,
such as by double-clicking its icon or selecting it from a Start menu. Type your code into the
editor window, or open an existing source code file that you want to modify. Save the file.
Remember that the name of a Java source code file must end in ".java", and the rest of the
file name must match the name of the class that is defined in the file. Once the file is saved in
your working directory, go to the command window and use the j avac command to compile it,
as discussed above. If there are syntax errors in the code, they will be listed in the command
window. Each error message contains the line number in the file where the computer found the
error. Go back to the editor and try to fix the errors, save your changes, and they try the
j avac command again. (It's usually a good idea to just work on the first few errors; sometimes
fixing those will make other errors go away.) Remember that when the j avac command finally
succeeds, you will get no message at all. Then you can use the j ava command to run your
program, as described above. Once you've compiled the program, you can run it as many times
as you like without recompiling it.
That's really all there is to it: Keep both editor and command-line window open. Edit,
save, and compile until you have eliminated all the syntax errors. (Always remember to save
the file before compiling it-the compiler only sees the saved file, not the version in the editor
window.) When you run the program, you might find that it has semantic errors that cause it
to run incorrectly. It that case, you have to go back to the edit/save/compile loop to try to
find and fix the problem.
CHAPTER 2. NAMES AND THINGS
53
2.6.3 IDEs and Eclipse
In an Integrated Development Environment, everything you need to create, compile, and run
programs is integrated into a single package, with a graphical user interface that will be familiar
to most computer users. There are many different IDEs for Java program development, ranging
from fairly simple wrappers around the JDK to highly complex applications with a multitude
of features. For a beginning programmer, there is a danger in using an IDE, since the difficulty
of learning to use the IDE, on top of the difficulty of learning to program, can be overwhelming.
Recently, however, I have begun using one IDE, Eclipse, in my introductory programming
courses. Eclipse has a variety of features that are very useful for a beginning programmer.
And even though it has many advanced features, its design makes it possible to use Eclipse
without understanding its full complexity. It is likely that other modern IDEs have similar
properties, but my only in-depth experience is with Eclipse. Eclipse is used by many professional
programmers and is probably the most commonly used Java IDE. (In fact, Eclipse is actually
a general development platform that can be used for other purposes besides Java development,
but its most common use is Java.)
Eclipse is itself written in Java. It requires Java 1.4 (or higher) to run, so it works on any
computer platform that supports Java 1.4, including Linux, Windows, and recent versions of
Mac OS. If you want to use Eclipse to compile and run Java 5.0 programs, you need Eclipse
version 3.1 (or higher). Furthermore, Eclipse requires a JDK. You should make sure that
JDK 5.0 (or higher) is installed on your computer, as described above, before you install
Eclipse. Eclipse can be downloaded for free from www.eclipse.org.
The first time you start Eclipse, you will be asked to specify a workspace, which is the
directory where all your work will be stored. You can accept the default name, or provide one
of your own. When startup is complete, the Eclipse window will be filled by a large "Welcome"
screen that includes links to extensive documentation and tutorials. You can close this screen,
by clicking the "X" next to the word "Welcome"; you can get back to it later by choosing
"Welcome" from the "Help" menu.
The Eclipse GUI consists of one large window that is divided into several sections. Each
section contains one or more views. If there are several views in one section, there there will
be tabs at the top of the section to select the view that is displayed in that section. Each view
displays a different type of information. The whole set of views is called a perspective. Eclipse
uses different perspectives, that is different sets of views of different types of information, for
different tasks. The only perspective that you will need is the "Java Perspective." Select the
"Java Perspective" from the "Open Perspective" submenu of the "Window" menu. (You will
only have to do this once, the first time you start Eclipse.) The Java perspective includes a
large area in the center of the window where you will create and edit your Java programs. To
the left of this is the Package Explorer view, which will contain a list of your Java projects and
source code files. To the right is an "Outline" view which shows an outline of the file that you
are currently editing; I don't find this very useful, and I suggest that you close the Outline view
by clicking the "X" next to the word Outline. Several other views that will be useful while you
are compiling and running programs appear in a section of the window below the editing area.
If you accidently close one of the important views, such as the Package Explorer, you can get
it back by selecting it form the "Show View" submenu of the "Window" menu.
To do any work in Eclipse, you need a project. To start a Java project, go to the "New"
submenu in the "File" menu, and select the "Project" command. In the window that pops
CHAPTER 2. NAMES AND THINGS
54
up, make sure "Java Project" is selected, and click the "Next" button. In the next window,
it should only be necessary to fill in a "Project Name" for the project and click the "Finish"
button. The project should appear in the "Package Explorer" view. Click on the small triangle
next to the project name to see the contents of the project. At the beginning, it contains only
the "JRE System Library"; this is the collection of standard built-in classes that come with
Java.
To run the TextIO based examples from this textbook, you must add the source code file
TextIO.java to your project. If you have downloaded the Web site of this book, you can find a
copy of TextIO.java in the source directory. Alternatively, you can navigate to the file on-line
and use the "Save As" command of your Web browser to save a copy of the file onto your
computer. The easiest way to get TextIO into your project is to locate the source code file on
your computer and drag the file icon onto the project name in the Eclipse window. If that
doesn't work, you can try using copy-and-paste: Right-click the file icon (or control-click on
Mac OS), select "Copy" from the pop-up menu, right-click the project name in the Eclipse
window, and select "Paste". If you also have trouble with that, you can try using the "Import"
command in the "File" menu; select "File system" in the window that pops up, click "Next",
and provide the necessary information in the next window. (Unfortunately, using the file import
window is rather complicated. If you find that you have to use it, you should consult the Eclipse
documentation about it.) In any case, TextIO should appear in your project, inside a package
named "default package". You will need to click the small triangle next to "default package"
to see the file. Once a file is in this list, you can open it by double-clicking it; it will appear in
the editing area of the Eclipse window.
To run any of the Java programs from this textbook, copy the source code file into your
Eclipse Java project. To run the program, right-click the file name in the Package Explorer
view (or control-click in Mac OS). In the menu that pops up, go to the "Run As" submenu, and
select "Java Application". The program will be executed. If the program writes to standard
output, the output will appear in the "Console" view, under the editing area. If the program
uses TextIO for input, you will have to type the required input into the "Console" view-click
the "Console" view before you start typing, so that the characters that you type will be sent to
the correct part of the window. (Note that if you don't like doing I/O in the "Console" view,
you can use an alternative version of TextIO.j ava that opens a separate window for I/O. You
can find this "GUI" version of TextIO in a directory named TextIO-GUI inside this textbook's
source directory.)
You can have more than one program in the same Eclipse project, or you can create addi-
tional projects to organize your work better. Remember to place a copy of TextIO.j ava in any
project that requires it.
To create your own Java program, you must create a new Java class. To do this, right-click
the Java project name in the "Project Explorer" view. Go to the "New" submenu of the popup
menu, and select "Class". In the window that opens, type in the name of the class, and click
the "Finish" button. Note that you want the name of the class, not the name of the source code
file, so don't add ".java" at the end of the name. The class should appear inside the "default
package," and it should automatically open in the editing area so that you can start typing in
your program.
Eclipse has several features that aid you as you type your code. It will underline any syntax
error with a jagged red line, and in some cases will place an error marker in the left border
of the edit window. If you hover the mouse cursor over the error marker, a description of the
CHAPTER 2. NAMES AND THINGS
55
error will appear. Note that you do not have to get rid of every error immediately as you type;
some errors will go away as you type in more of the program. If an error marker displays a
small "light bulb," Eclipse is offering to try to fix the error for you. Click the light bulb to get
a list of possible fixes, then double click the fix that you want to apply. For example, if you
use an undeclared variable in your program, Eclipse will offer to declare it for you. You can
actually use this error-correcting feature to get Eclipse to write certain types of code for you!
Unfortunately, you'll find that you won't understand a lot of the proposed fixes until you learn
more about the Java language.
Another nice Eclipse feature is code assist. Code assist can be invoked by typing Control-
Space. It will offer possible completions of whatever you are typing at the moment. For example,
if you type part of an identifier and hit Control-Space, you will get a list of identifiers that start
with the characters that you have typed; use the up and down arrow keys to select one of the
items in the list, and press Return or Enter. (Or hit Escape to dismiss the list.) If there is
only one possible completion when you hit Control-Space, it will be inserted automatically. By
default, Code Assist will also pop up automatically, after a short delay, when you type a period
or certain other characters. For example, if you type "TextIO." and pause for just a fraction
of a second, you will get a list of all the subroutines in the Text/O class. Personally, I find this
auto-activation annoying. You can disable it in the Eclipse Preferences. (Look under Java /
Editor / Code Assist, and turn off the "Enable auto activation" option.) You can still call up
Code Assist manually with Control-Space.
Once you have an error-free program, you can run it as described above, by right-clicking its
name in the Package Explorer and using "Run As / Java Application". If you find a problem
when you run it, it's very easy to go back to the editor, make changes, and run it again. Note
that using Eclipse, there is no explicit "compile" command. The source code files in your
project are automatically compiled, and are re-compiled whenever you modify them.
Although I have only talked about Eclipse here, if you are using a different IDE, you will
probably find a lot of similarities. Most IDEs use the concept of a "project" to which you have
to add your source code files, and most of them have menu commands for running a program.
All of them, of course, come with built-in text editors.
2.6.4 The Problem of Packages
Every class in Java is contained in something called a package. Classes that are not explicitly
put into a different package are in the "default" package. Almost all the examples in this
textbook are in the default package, and I will not even discuss packages in any depth until
Section 4.5. However, some IDEs might force you to pay attention to packages.
When you create a class in Eclipse, you might notice a message that says that "The use
of the default package is discouraged." Although this is true, I have chosen to use it anyway,
since it seems easier for beginning programmers to avoid the whole issue of packages, at least
at first. Some IDEs might be even less willing than Eclipse to use the default package. If you
create a class in a package, the source code starts with a line that specifies which package the
class is in. For example, if the class is in a package named testpkg, then the first line of the
source code will be
package testpkg;
In an IDE, this will not cause any problem unless the program you are writing depends on
Text/O. You will not be able to use Text/O in a program unless Text/O is placed into the same
package as the program. This means that you have to modify the source code file TextIO.java
CHAPTER 2. NAMES AND THINGS 56
to specify the package; just add a package statement using the same package name as the
program. Then add the modified TextIO.java to the same folder that contains the program
source code. Once you've done this, the example should run in the same way as if it were in
the default package.
By the way, if you use packages in a command-line environment, other complications arise.
For example, if a class is in a package named testpkg, then the source code file must be in
a subdirectory named testpkg that is inside your main Java working directory. Nevertheless,
when you compile or execute the program, you should be in the main directory, not in the
subdirectory. When you compile the source code file, you have to include the name of the
directory in the command: Use "j avac testpkg/ClassName . java" on Linux or Mac OS, or
"javac testpkg\ClassName. j ava" on Windows. The command for executing the program is
then "j ava testpkg. ClassName", with a period separating the package name from the class
name. Since packages can contain subpackages, it can get even worse than this! However, you
will not need to worry about any of that when using the examples in this book.
EXERCISES
57
Exercises for Chapter 2
1. Write a program that will print your initials to standard output in letters that are nine (solution)
lines tall. Each big letter should be made up of a bunch of *'s. For example, if your initials
were "DJE", then the output would look something like:
** ** *********** **********
** ** ** **
** ** ** **
** ** **
** ** ** ** **
** ** ** ** **
** ** ** ** **
***** **** **********
2. Write a program that simulates rolling a pair of dice. You can simulate rolling one die by (solution)
choosing one of the integers 1, 2, 3, 4, 5, or 6 at random. The number you pick represents
the number on the die after it is rolled. As pointed out in Section 2.5, The expression
(int)(Math.random()*6) + 1
does the computation you need to select a random integer between 1 and 6. You can
assign this value to a variable to represent one of the dice that are being rolled. Do this
twice and add the results together to get the total roll. Your program should report the
number showing on each die as well as the total roll. For example:
The first die comes up 3
The second die comes up 5
Your total roll is 8
3. Write a program that asks the user's name, and then greets the user by name. Before (solution)
outputting the user's name, convert it to upper case letters. For example, if the user's
name is Fred, then the program should respond "Hello, FRED, nice to meet you!".
4. Write a program that helps the user count his change. The program should ask how many (solution)
quarters the user has, then how many dimes, then how many nickels, then how many
pennies. Then the program should tell the user how much money he has, expressed in
dollars.
5. If you have N eggs, then you have N/12 dozen eggs, with N%12 eggs left over. (This is (solution)
essentially the definition of the / and % operators for integers.) Write a program that asks
the user how many eggs she has and then tells the user how many dozen eggs she has and
how many extra eggs are left over.
A gross of eggs is equal to 144 eggs. Extend your program so that it will tell the user
how many gross, how many dozen, and how many left over eggs she has. For example, if
the user says that she has 1342 eggs, then your program would respond with
Your number of eggs is 9 gross, 3 dozen, and 10
EXERCISES 58
since 1342 is equal to 9*144 + 3*12 + 10.
6. Suppose that a file named "testdata.txt" contains the following information: The first (solution)
line of the file is the name of a student. Each of the next three lines contains an integer.
The integers are the student's scores on three exams. Write a program that will read
the information in the file and display (on standard output) a message the contains the
name of the student and the student's average grade on the three exams. The average is
obtained by adding up the individual exam grades and then dividing by the number of
exams.
QUIz
59
Quiz on Chapter 2
(answers)
1. Briefly explain what is meant by the syntax and the semantics of a programming language.
Give an example to illustrate the difference between a syntax error and a semantics error.
2. What does the computer do when it executes a variable declaration statement. Give an
example.
3. What is a type, as this term relates to programming?
4. One of the primitive types in Java is boolean. What is the boolean type? Where are
boolean values used? What are its possible values?
5. Give the meaning of each of the following Java operators:
a) ++
b) &&
c)
6. Explain what is meant by an assignment statement, and give an example. What are
assignment statements used for?
7. What is meant by precedence of operators?
8. What is a literal?
9. In Java, classes have two fundamentally different purposes. What are they?
10. What is the difference between the statement "x = Text I0 . getDouble 0 ;" and the state-
ment "x = TextIO. getlnDouble();"
11. Explain why the value of the expression 2 + 3 + "test" is the string "5test" while the
value of the expression "test" + 2 + 3 is the string "test23". What is the value of
"test" + 2 * 3 ?
12. Integrated Development Environments such as Eclipse often use syntax coloring, which
assigns various colors to the characters in a program to reflect the syntax of the language.
A student notices that Eclipse colors the word String differently from int, double, and
boolean. The student asks why String should be a different color, since all these words
are names of types. What's the answer to the student's question?
Chapter 3
Programming in the Small II:
Control
THE BASIC BUILDING BLOCKS of programs variables, expressions, assignment statements, and
subroutine call statements were covered in the previous chapter. Starting with this chapter,
we look at how these building blocks can be put together to build complex programs with more
interesting behavior.
Since we are still working on the level of "programming in the small" in this chapter, we are
interested in the kind of complexity that can occur within a single subroutine. On this level,
complexity is provided by control structures. The two types of control structures, loops and
branches, can be used to repeat a sequence of statements over and over or to choose among two
or more possible courses of action. Java includes several control structures of each type, and
we will look at each of them in some detail.
This chapter will also begin the study of program design. Given a problem, how can you
come up with a program to solve that problem? We'll look at a partial answer to this question
in Section 3.2.
3.1 Blocks, Loops, and Branches
THE ABILITY OF A COMPUTER TO PERFORM complex tasks is built on just a few ways of (online)
combining simple commands into control structures. In Java, there are just six such structures
that are used to determine the normal flow of control in a program and, in fact, just three
of them would be enough to write programs to perform any task. The six control structures
are: the block, the while loop, the do..while loop, the for loop, the if statement, and the
switch statement. Each of these structures is considered to be a single "statement," but each
is in fact a structured statement that can contain one or more other statements inside itself.
3.1.1 Blocks
The block is the simplest type of structured statement. Its purpose is simply to group a
sequence of statements into a single statement. The format of a block is:
{
(statements)
}
60
CHAPTER 3. CONTROL
61
That is, it consists of a sequence of statements enclosed between a pair of braces, "{" and "}".
(In fact, it is possible for a block to contain no statements at all; such a block is called an
empty block, and can actually be useful at times. An empty block consists of nothing but
an empty pair of braces.) Block statements usually occur inside other statements, where their
purpose is to group together several statements into a unit. However, a block can be legally
used wherever a statement can occur. There is one place where a block is required: As you
might have already noticed in the case of the main subroutine of a program, the definition of a
subroutine is a block, since it is a sequence of statements enclosed inside a pair of braces.
I should probably note again at this point that Java is what is called a free-format language.
There are no syntax rules about how the language has to be arranged on a page. So, for example,
you could write an entire block on one line if you want. But as a matter of good programming
style, you should lay out your program on the page in a way that will make its structure as
clear as possible. In general, this means putting one statement per line and using indentation
to indicate statements that are contained inside control structures. This is the format that I
will generally use in my examples.
Here are two examples of blocks:
{
System.out.print("The answer is ");
System. out.println(ans);
}
{ // This block exchanges the values of x and y
int temp; // A temporary variable for use in this block.
temp = x; // Save a copy of the value of x in temp.
x = y; // Copy the value of y into x.
y = temp; // Copy the value of temp into y.
}
In the second example, a variable, temp, is declared inside the block. This is perfectly legal,
and it is good style to declare a variable inside a block if that variable is used nowhere else
but inside the block. A variable declared inside a block is completely inaccessible and invisible
from outside that block. When the computer executes the variable declaration statement, it
allocates memory to hold the value of the variable. When the block ends, that memory is
discarded (that is, made available for reuse). The variable is said to be local to the block.
There is a general concept called the "scope" of an identifier. The scope of an identifier is the
part of the program in which that identifier is valid. The scope of a variable defined inside a
block is limited to that block, and more specifically to the part of the block that comes after
the declaration of the variable.
3.1.2 The Basic While Loop
The block statement by itself really doesn't affect the flow of control in a program. The five
remaining control structures do. They can be divided into two classes: loop statements and
branching statements. You really just need one control structure from each category in order to
have a completely general-purpose programming language. More than that is just convenience.
In this section, I'll introduce the while loop and the if statement. I'll give the full details of
these statements and of the other three control structures in later sections.
A while loop is used to repeat a given statement over and over, Of course, it's not likely
that you would want to keep repeating it forever. That would be an infinite loop, which is
CHAPTER 3. CONTROL
62
generally a bad thing. (There is an old story about computer pioneer Grace Murray Hopper,
who read instructions on a bottle of shampoo telling her to "lather, rinse, repeat." As the story
goes, she claims that she tried to follow the directions, but she ran out of shampoo. (In case
you don't get it, this is a joke about the way that computers mindlessly follow instructions.))
To be more specific, a while loop will repeat a statement over and over, but only so long
as a specified condition remains true. A while loop has the form:
while ((boolean-expression))
(statement)
Since the statement can be, and usually is, a block, many while loops have the form:
while ((boolean-expression)) {
(statements)
}
The semantics of this statement go like this: When the computer comes to a while state-
ment, it evaluates the (boolean-expression), which yields either true or false as the value. If
the value is false, the computer skips over the rest of the while loop and proceeds to the next
command in the program. If the value of the expression is true, the computer executes the
(statement) or block of (statements) inside the loop. Then it returns to the beginning of the
while loop and repeats the process. That is, it re-evaluates the (boolean-expression), ends the
loop if the value is false, and continues it if the value is true. This will continue over and over
until the value of the expression is false; if that never happens, then there will be an infinite
loop.
Here is an example of a while loop that simply prints out the numbers 1, 2, 3, 4, 5:
int number; // The number to be printed.
number = 1; // Start with 1.
while ( number < 6 ) { // Keep going as long as number is < 6.
System. out .println(number);
number = number + 1; // Go on to the next number.
}
System.out.println("Done!");
The variable number is initialized with the value 1. So the first time through the while loop,
when the computer evaluates the expression "number < 6", it is asking whether 1 is less than 6,
which is true. The computer therefor proceeds to execute the two statements inside the loop.
The first statement prints out "1". The second statement adds 1 to number and stores the
result back into the variable number; the value of number has been changed to 2. The computer
has reached the end of the loop, so it returns to the beginning and asks again whether number is
less than 6. Once again this is true, so the computer executes the loop again, this time printing
out 2 as the value of number and then changing the value of number to 3. It continues in this
way until eventually number becomes equal to 6. At that point, the expression "number < 6"
evaluates to f alse. So, the computer jumps past the end of the loop to the next statement
and prints out the message "Done!". Note that when the loop ends, the value of number is 6,
but the last value that was printed was 5.
By the way, you should remember that you'll never see a while loop standing by itself
in a real program. It will always be inside a subroutine which is itself defined inside some
class. As an example of a while loop used inside a complete program, here is a little program
that computes the interest on an investment over several years. This is an improvement over
examples from the previous chapter that just reported the results for one year:
CHAPTER 3. CONTROL
63
public class Interest3 {
/*
This class implements a simple program that
will compute the amount of interest that is
earned on an investment over a period of
5 years. The initial amount of the investment
and the interest rate are input by the user.
The value of the investment at the end of each
year is output.
public static void main(String [ args) {
double principal; // The value of the investment.
double rate; // The annual interest rate.
/* Get the initial investment and interest rate from the user.
TextIO .put ("Enter the initial investment: ");
principal = TextIO.getlnDouble();
TextIO.put("Enter the annual interest rate: ");
rate = TextIO.getlnDouble();
/* Simulate the investment for 5 years. */
int years; // Counts the number of years that have passed.
years = 0;
while (years < 5) {
double interest; // Interest for this year.
interest = principal * rate;
principal = principal + interest; // Add it to principal.
years = years + 1; // Count the current year.
System.out .print ("The value of the investment after ");
System. out.print(years);
System.out.print(" years is $");
System. out . printf ("%1.2f " , principal) ;
System.out.println();
} // end of while loop
} // end of main()
} // end of class Interest3
You should study this program, and make sure that you understand what the computer does
step-by-step as it executes the while loop.
3.1.3 The Basic If Statement
An if statement tells the computer to take one of two alternative courses of action, depending
on whether the value of a given boolean-valued expression is true or false. It is an example of
a "branching" or "decision" statement. An if statement has the form:
CHAPTER 3. CONTROL
64
if ( (boolean-expression) )
(statement)
else
(statement)
When the computer executes an if statement, it evaluates the boolean expression. If the value
is true, the computer executes the first statement and skips the statement that follows the
"else". If the value of the expression is false, then the computer skips the first statement and
executes the second one. Note that in any case, one and only one of the two statements inside
the if statement is executed. The two statements represent alternative courses of action; the
computer decides between these courses of action based on the value of the boolean expression.
In many cases, you want the computer to choose between doing something and not doing
it. You can do this with an if statement that omits the else part:
if ( (boolean-expression) )
(statement)
To execute this statement, the computer evaluates the expression. If the value is true, the
computer executes the (statement) that is contained inside the if statement; if the value is
false, the computer skips that (statement).
Of course, either or both of the (statement)'s in an if statement can be a block, so that an
if statement often looks like:
if ( (boolean-expression) ) {
(statements)
}
else {
(statements)
}
or:
if ( (boolean-expression) ) {
(statements)
}
As an example, here is an if statement that exchanges the value of two variables, x and y,
but only if x is greater than y to begin with. After this if statement has been executed, we
can be sure that the value of x is definitely less than or equal to the value of y:
if ( x > y ) {
int temp; // A temporary variable for use in this block.
temp = x; // Save a copy of the value of x in temp.
x = y; // Copy the value of y into x.
y = temp; // Copy the value of temp into y.
}
Finally, here is an example of an if statement that includes an else part. See if you can
figure out what it does, and why it would be used:
if ( years > 1 ) { // handle case for 2 or more years
Syst em. out .print ("The value of the investment af ter ") ;
System. out .print (years);
System.out.print(" years is $");
}
else { // handle case for 1 year
CHAPTER 3. CONTROL
65
System.out.print("The value of the investment after 1 year is $");
} // end of if statement
System.out.printf("%1.2f", principal); // this is done in any case
I'll have more to say about control structures later in this chapter. But you already know
the essentials. If you never learned anything more about control structures, you would already
know enough to perform any possible computing task. Simple looping and branching are all
you really need!
3.2 Algorithm Development
PROGRAMMING IS DIFFICULT (like many activities that are useful and worthwhile-and like (online)
most of those activities, it can also be rewarding and a lot of fun). When you write a program,
you have to tell the computer every small detail of what to do. And you have to get everything
exactly right, since the computer will blindly follow your program exactly as written. How,
then, do people write any but the most simple programs? It's not a big mystery, actually. It's
a matter of learning to think in the right way.
A program is an expression of an idea. A programmer starts with a general idea of a task
for the computer to perform. Presumably, the programmer has some idea of how to perform
the task by hand, at least in general outline. The problem is to flesh out that outline into a
complete, unambiguous, step-by-step procedure for carrying out the task. Such a procedure is
called an "algorithm." (Technically, an algorithm is an unambiguous, step-by-step procedure
that terminates after a finite number of steps; we don't want to count procedures that go on
forever.) An algorithm is not the same as a program. A program is written in some particular
programming language. An algorithm is more like the idea behind the program, but it's the
idea of the steps the program will take to perform its task, not just the idea of the task itself.
The steps of the algorithm don't have to be filled in in complete detail, as long as the steps are
unambiguous and it's clear that carrying out the steps will accomplish the assigned task. An
algorithm can be expressed in any language, including English. Of course, an algorithm can
only be expressed as a program if all the details have been filled in.
So, where do algorithms come from? Usually, they have to be developed, often with a lot of
thought and hard work. Skill at algorithm development is something that comes with practice,
but there are techniques and guidelines that can help. I'll talk here about some techniques and
guidelines that are relevant to "programming in the small," and I will return to the subject
several times in later chapters.
3.2.1 Pseudocode and Stepwise Refinement
When programming in the small, you have a few basics to work with: variables, assignment
statements, and input/output routines. You might also have some subroutines, objects, or
other building blocks that have already been written by you or someone else. (Input/output
routines fall into this class.) You can build sequences of these basic instructions, and you can
also combine them into more complex control structures such as while loops and if statements.
Suppose you have a task in mind that you want the computer to perform. One way to
proceed is to write a description of the task, and take that description as an outline of the
algorithm you want to develop. Then you can refine and elaborate that description, gradually
adding steps and detail, until you have a complete algorithm that can be translated directly
into programming language. This method is called stepwise refinement, and it is a type of
CHAPTER 3. CONTROL
66
top-down design. As you proceed through the stages of stepwise refinement, you can write out
descriptions of your algorithm in pseudocode-informal instructions that imitate the structure
of programming languages without the complete detail and perfect syntax of actual program
code.
As an example, let's see how one might develop the program from the previous section, which
computes the value of an investment over five years. The task that you want the program to
perform is: "Compute and display the value of an investment for each of the next five years,
where the initial investment and interest rate are to be specified by the user." You might then
write-or at least think-that this can be expanded as:
Get the user's input
Compute the value of the investment after 1 year
Display the value
Compute the value after 2 years
Display the value
Compute the value after 3 years
Display the value
Compute the value after 4 years
Display the value
Compute the value after 5 years
Display the value
This is correct, but rather repetitive. And seeing that repetition, you might notice an
opportunity to use a loop. A loop would take less typing. More important, it would be more
general: Essentially the same loop will work no matter how many years you want to process.
So, you might rewrite the above sequence of steps as:
Get the user's input
while there are more years to process:
Compute the value after the next year
Display the value
Following this algorithm would certainly solve the problem, but for a computer, we'll have
to be more explicit about how to "Get the user's input," how to "Compute the value after the
next year," and what it means to say "there are more years to process." We can expand the
step, "Get the user's input" into
Ask the user for the initial investment
Read the user's response
Ask the user for the interest rate
Read the user's response
To fill in the details of the step "Compute the value after the next year," you have to
know how to do the computation yourself. (Maybe you need to ask your boss or professor for
clarification?) Let's say you know that the value is computed by adding some interest to the
previous value. Then we can refine the while loop to:
while there are more years to process:
Compute the interest
Add the interest to the value
Display the value
As for testing whether there are more years to process, the only way that we can do that is
by counting the years ourselves. This displays a very common pattern, and you should expect
to use something similar in a lot of programs: We have to start with zero years, add one each
CHAPTER 3. CONTROL
67
time we process a year, and stop when we reach the desired number of years. So the while
loop becomes:
years = 0
while years < 5:
years = years + 1
Compute the interest
Add the interest to the value
Display the value
We still have to know how to compute the interest. Let's say that the interest is to be
computed by multiplying the interest rate by the current value of the investment. Putting
this together with the part of the algorithm that gets the user's inputs, we have the complete
algorithm:
Ask the user for the initial investment
Read the user's response
Ask the user for the interest rate
Read the user's response
years = 0
while years < 5:
years = years + 1
Compute interest = value * interest rate
Add the interest to the value
Display the value
Finally, we are at the point where we can translate pretty directly into proper programming-
language syntax. We still have to choose names for the variables, decide exactly what we want
to say to the user, and so forth. Having done this, we could express our algorithm in Java as:
double principal, rate, interest; // declare the variables
int years;
System. out .print ("Type initial investment: ");
principal = TextIO.getlnDouble();
System.out.print("Type interest rate: ");
rate = TextIO.getlnDouble();
years = 0;
while (years < 5) {
years = years + 1;
interest = principal * rate;
principal = principal + interest;
System. out.println(principal);
}
This still needs to be wrapped inside a complete program, it still needs to be commented,
and it really needs to print out more information in a nicer format for the user. But it's
essentially the same program as the one in the previous section. (Note that the pseudocode
algorithm uses indentation to show which statements are inside the loop. In Java, indentation
is completely ignored by the computer, so you need a pair of braces to tell the computer which
statements are in the loop. If you leave out the braces, the only statement inside the loop would
be "years = years + 1; ". The other statements would only be executed once, after the loop
ends. The nasty thing is that the computer won't notice this error for you, like it would if you
left out the parentheses around "(years < 5)". The parentheses are required by the syntax of
CHAPTER 3. CONTROL
68
the while statement. The braces are only required semantically. The computer can recognize
syntax errors but not semantic errors.)
One thing you should have noticed here is that my original specification of the problem
"Compute and display the value of an investment for each of the next five years"-was far from
being complete. Before you start writing a program, you should make sure you have a complete
specification of exactly what the program is supposed to do. In particular, you need to know
what information the program is going to input and output and what computation it is going
to perform. Here is what a reasonably complete specification of the problem might look like in
this example:
"Write a program that will compute and display the value of
an investment for each of the next five years. Each year, interest
is added to the value. The interest is computed by multiplying
the current value by a fixed interest rate. Assume that the initial
value and the rate of interest are to be input by the user when the
program is run."
3.2.2 The 3N+1 Problem
Let's do another example, working this time with a program that you haven't already seen. The
assignment here is an abstract mathematical problem that is one of my favorite programming
exercises. This time, we'll start with a more complete specification of the task to be performed:
"Given a positive integer, N, define the '3N+1' sequence start-
ing from N as follows: If N is an even number, then divide N by
two; but if N is odd, then multiply N by 3 and add 1. Continue
to generate numbers in this way until N becomes equal to 1. For
example, starting from N = 3, which is odd, we multiply by 3 and
add 1, giving N = 3*3+1 = 10. Then, since N is even, we divide
by 2, giving N = 10/2 = 5. We continue in this way, stopping
when we reach 1, giving the complete sequence: 3, 10, 5, 16, 8, 4,
2, 1.
"Write a program that will read a positive integer from the
user and will print out the 3N+1 sequence starting from that
integer. The program should also count and print out the number
of terms in the sequence."
A general outline of the algorithm for the program we want is:
Get a positive integer N from the user;
Compute, print, and count each number in the sequence;
Output the number of terms;
The bulk of the program is in the second step. We'll need a loop, since we want to keep
computing numbers until we get 1. To put this in terms appropriate for a while loop, we want
to continue as long as the number is not 1. So, we can expand our pseudocode algorithm to:
Get a positive integer N from the user;
while N is not 1:
Compute N = next term;
Output N;
Count this term;
Output the number of terms;
CHAPTER 3. CONTROL
69
In order to compute the next term, the computer must take different actions depending on
whether N is even or odd. We need an if statement to decide between the two cases:
Get a positive integer N from the user;
while N is not 1:
if N is even:
Compute N = N/2;
else
Compute N = 3 * N + 1;
Output N;
Count this term;
Output the number of terms;
We are almost there. The one problem that remains is counting. Counting means that you
start with zero, and every time you have something to count, you add one. We need a variable
to do the counting. (Again, this is a common pattern that you should expect to see over and
over.) With the counter added, we get:
Get a positive integer N from the user;
Let counter = 0;
while N is not 1:
if N is even:
Compute N = N/2;
else
Compute N = 3 * N + 1;
Output N;
Add 1 to counter;
Output the counter;
We still have to worry about the very first step. How can we get a positive integer from the
user? If we just read in a number, it's possible that the user might type in a negative number
or zero. If you follow what happens when the value of N is negative or zero, you'll see that the
program will go on forever, since the value of N will never become equal to 1. This is bad. In
this case, the problem is probably no big deal, but in general you should try to write programs
that are foolproof. One way to fix this is to keep reading in numbers until the user types in a
positive number:
Ask user to input a positive number;
Let N be the user's response;
while N is not positive:
Print an error message;
Read another value for N;
Let counter = 0;
while N is not 1:
if N is even:
Compute N = N/2;
else
Compute N = 3 * N + 1;
Output N;
Add 1 to counter;
Output the counter;
The first while loop will end only when N is a positive number, as required. (A common
beginning programmer's error is to use an if statement instead of a while statement here:
"If N is not positive, ask the user to input another value." The problem arises if the second
CHAPTER 3. CONTROL
70
number input by the user is also non-positive. The if statement is only executed once, so the
second input number is never tested. With the while loop, after the second number is input,
the computer jumps back to the beginning of the loop and tests whether the second number
is positive. If not, it asks the user for a third number, and it will continue asking for numbers
until the user enters an acceptable input.)
Here is a Java program implementing this algorithm. It uses the operators <= to mean "is
less than or equal to" and != to mean "is not equal to." To test whether N is even, it uses
"N % 2 == 0". All the operators used here were discussed in S'ctin2.5.
/**
* This program prints out a 3N+1 sequence starting from a positive
* integer specified by the user. It also counts the number of
* terms in the sequence, and prints out that number.
public class ThreeN1 {
public static void main(String [ args) {
int N; // for computing terms in the sequence
int counter; // for counting the terms
TextIO.put("Starting point for sequence: ");
N = TextIO.getlnlnt();
while (N <= 0) {
TextIO.put("The starting point must be positive. Please try again: ");
N = TextIO.getlnlnt();
}
// At this point, we know that N > 0
counter = 0;
while (N != 1) {
if (N X 2 == 0)
N = N / 2;
else
N = 3 * N + 1;
TextIO.putln(N);
counter = counter + 1;
}
TextIO.putln();
TextIO.put("There were
TextIO.put(counter);
TextIO.putln(" terms in the sequence.");
} // end of main()
} // end of class ThreeN1
Two final notes on this program: First, you might have noticed that the first term of the
sequence-the value of N input by the user-is not printed or counted by this program. Is
this an error? It's hard to say. Was the specification of the program careful enough to decide?
This is the type of thing that might send you back to the boss/professor for clarification. The
problem (if it is one!) can be fixed easily enough. Just replace the line "counter= 0" before
the while loop with the two lines:
CHAPTER 3. CONTROL
71
TextIO.putln(N); // print out initial term
counter = 1; // and count it
Second, there is the question of why this problem is at all interesting. Well, it's interesting
to mathematicians and computer scientists because of a simple question about the problem that
they haven't been able to answer: Will the process of computing the 3N+1 sequence finish after
a finite number of steps for all possible starting values of N? Although individual sequences are
easy to compute, no one has been able to answer the general question. To put this another
way, no one knows whether the process of computing 3N+1 sequences can properly be called
an algorithm, since an algorithm is required to terminate after a finite number of steps! (This
discussion assumes that the value of N can take on arbitrarily large integer values, which is not
true for a variable of type int in a Java program.)
3.2.3 Coding, Testing, Debugging
It would be nice if, having developed an algorithm for your program, you could relax, press a
button, and get a perfectly working program. Unfortunately, the process of turning an algorithm
into Java source code doesn't always go smoothly. And when you do get to the stage of a working
program, it's often only working in the sense that it does something. Unfortunately not what
you want it to do.
After program design comes coding: translating the design into a program written in Java
or some other language. Usually, no matter how careful you are, a few syntax errors will creep
in from somewhere, and the Java compiler will reject your program with some kind of error
message. Unfortunately, while a compiler will always detect syntax errors, it's not very good
about telling you exactly what's wrong. Sometimes, it's not even good about telling you where
the real error is. A spelling error or missing "{" on line 45 might cause the compiler to choke
on line 105. You can avoid lots of errors by making sure that you really understand the syntax
rules of the language and by following some basic programming guidelines. For example, I
never type a "{" without typing the matching "}". Then I go back and fill in the statements
between the braces. A missing or extra brace can be one of the hardest errors to find in a large
program. Always, always indent your program nicely. If you change the program, change the
indentation to match. It's worth the trouble. Use a consistent naming scheme, so you don't
have to struggle to remember whether you called that variable interestrate or interestRate.
In general, when the compiler gives multiple error messages, don't try to fix the second error
message from the compiler until you've fixed the first one. Once the compiler hits an error in
your program, it can get confused, and the rest of the error messages might just be guesses.
Maybe the best advice is: Take the time to understand the error before you try to fix it.
Programming is not an experimental science.
When your program compiles without error, you are still not done. You have to test the
program to make sure it works correctly. Remember that the goal is not to get the right output
for the two sample inputs that the professor gave in class. The goal is a program that will
work correctly for all reasonable inputs. Ideally, when faced with an unreasonable input, it
will respond by gently chiding the user rather than by crashing. Test your program on a wide
variety of inputs. Try to find a set of inputs that will test the full range of functionality that
you've coded into your program. As you begin writing larger programs, write them in stages
and test each stage along the way. You might even have to write some extra code to do the
testing-for example to call a subroutine that you've just written. You don't want to be faced,
if you can avoid it, with 500 newly written lines of code that have an error in there somewhere.
CHAPTER 3. CONTROL
72
The point of testing is to find bugs-semantic errors that show up as incorrect behavior
rather than as compilation errors. And the sad fact is that you will probably find them. Again,
you can minimize bugs by careful design and careful coding, but no one has found a way to
avoid them altogether. Once you've detected a bug, it's time for debugging. You have to
track down the cause of the bug in the program's source code and eliminate it. Debugging is a
skill that, like other aspects of programming, requires practice to master. So don't be afraid of
bugs. Learn from them. One essential debugging skill is the ability to read source code-the
ability to put aside preconceptions about what you think it does and to follow it the way the
computer does-mechanically, step-by-step-to see what it really does. This is hard. I can still
remember the time I spent hours looking for a bug only to find that a line of code that I had
looked at ten times had a "1" where it should have had an "i", or the time when I wrote a
subroutine named WindowClosing which would have done exactly what I wanted except that
the computer was looking for windowClosing (with a lower case "w"). Sometimes it can help
to have someone who doesn't share your preconceptions look at your code.
Often, it's a problem just to find the part of the program that contains the error. Most
programming environments come with a debugger, which is a program that can help you find
bugs. Typically, your program can be run under the control of the debugger. The debugger
allows you to set "breakpoints" in your program. A breakpoint is a point in the program where
the debugger will pause the program so you can look at the values of the program's variables.
The idea is to track down exactly when things start to go wrong during the program's execution.
The debugger will also let you execute your program one line at a time, so that you can watch
what happens in detail once you know the general area in the program where the bug is lurking.
I will confess that I only rarely use debuggers myself. A more traditional approach to
debugging is to insert debugging statements into your program. These are output statements
that print out information about the state of the program. Typically, a debugging statement
would say something like
System.out.println("At start of while loop, N = "+ N);
You need to be able to tell from the output where in your program the output is coming from,
and you want to know the value of important variables. Sometimes, you will find that the
computer isn't even getting to a part of the program that you think it should be executing.
Remember that the goal is to find the first point in the program where the state is not what
you expect it to be. That's where the bug is.
And finally, remember the golden rule of debugging: If you are absolutely sure that every-
thing in your program is right, and if it still doesn't work, then one of the things that you are
absolutely sure of is wrong.
3.3 The while and do..while Statements
STATEMENTS IN JAVA CAN be either simple statements or compound statements. Simple (online4)
statements, such as assignment statements and subroutine call statements, are the basic building
blocks of a program. Compound statements, such as while loops and if statements, are used to
organize simple statements into complex structures, which are called control structures because
they control the order in which the statements are executed. The next five sections explore
the details of control structures that are available in Java, starting with the while statement
and the do . . while statement in this section. At the same time, we'll look at examples of
programming with each control structure and apply the techniques for designing algorithms
CHAPTER 3. CONTROL
73
that were introduced in the previous section.
3.3.1 The while Statement
The while statement was already introduced in Section 3.1. A while loop has the form
while ( (boolean-expression) )
(statement)
The (statement) can, of course, be a block statement consisting of several statements grouped
together between a pair of braces. This statement is called the body of the loop. The body
of the loop is repeated as long as the (boolean-expression) is true. This boolean expression is
called the continuation condition, or more simply the test, of the loop. There are a few
points that might need some clarification. What happens if the condition is false in the first
place, before the body of the loop is executed even once? In that case, the body of the loop is
never executed at all. The body of a while loop can be executed any number of times, including
zero. What happens if the condition is true, but it becomes false somewhere in the middle of
the loop body? Does the loop end as soon as this happens? It doesn't, because the computer
continues executing the body of the loop until it gets to the end. Only then does it jump back
to the beginning of the loop and test the condition, and only then can the loop end.
Let's look at a typical problem that can be solved using a while loop: finding the average
of a set of positive integers entered by the user. The average is the sum of the integers, divided
by the number of integers. The program will ask the user to enter one integer at a time. It
will keep count of the number of integers entered, and it will keep a running total of all the
numbers it has read so far. Here is a pseudocode algorithm for the program:
Let sum = 0
Let count = 0
while there are more integers to process:
Read an integer
Add it to the sum
Count it
Divide sum by count to get the average
Print out the average
But how can we test whether there are more integers to process? A typical solution is to
tell the user to type in zero after all the data have been entered. This will work because we
are assuming that all the data are positive numbers, so zero is not a legal data value. The zero
is not itself part of the data to be averaged. It's just there to mark the end of the real data.
A data value used in this way is sometimes called a sentinel value. So now the test in the
while loop becomes "while the input integer is not zero". But there is another problem! The
first time the test is evaluated, before the body of the loop has ever been executed, no integer
has yet been read. There is no "input integer" yet, so testing whether the input integer is zero
doesn't make sense. So, we have to do something before the while loop to make sure that the
test makes sense. Setting things up so that the test in a while loop makes sense the first time
it is executed is called priming the loop. In this case, we can simply read the first integer
before the beginning of the loop. Here is a revised algorithm:
Let sum = 0
Let count = 0
Read an integer
while the integer is not zero:
CHAPTER 3. CONTROL
74
Add the integer to the sum
Count it
Read an integer
Divide sum by count to get the average
Print out the average
Notice that I've rearranged the body of the loop. Since an integer is read before the loop, the
loop has to begin by processing that integer. At the end of the loop, the computer reads a new
integer. The computer then jumps back to the beginning of the loop and tests the integer that
it has just read. Note that when the computer finally reads the sentinel value, the loop ends
before the sentinel value is processed. It is not added to the sum, and it is not counted. This
is the way it's supposed to work. The sentinel is not part of the data. The original algorithm,
even if it could have been made to work without priming, was incorrect since it would have
summed and counted all the integers, including the sentinel. (Since the sentinel is zero, the sum
would still be correct, but the count would be off by one. Such so-called off-by-one errors
are very common. Counting turns out to be harder than it looks!)
We can easily turn the algorithm into a complete program. Note that the program cannot
use the statement "average = sum/count;" to compute the average. Since sum and count
are both variables of type int, the value of sum/count is an integer. The average should be
a real number. We've seen this problem before: we have to convert one of the int values to
a double to force the computer to compute the quotient as a real number. This can be done
by type-casting one of the variables to type double. The type cast "(double)sum" converts
the value of sum to a real number, so in the program the average is computed as "average =
((double) sum) / count;". Another solution in this case would have been to declare sum to
be a variable of type double in the first place.
One other issue is addressed by the program: If the user enters zero as the first input value,
there are no data to process. We can test for this case by checking whether count is still equal
to zero after the while loop. This might seem like a minor point, but a careful programmer
should cover all the bases.
Here is the program:
/*
* This program reads a sequence of positive integers input
* by the user, and it will print out the average of those
* integers. The user is prompted to enter one integer at a
* time. The user must enter a 0 to mark the end of the
* data. (The zero is not counted as part of the data to
* be averaged.) The program does not check whether the
* user's input is positive, so it will actually work for
* both positive and negative input values.
public class ComputeAverage {
public static void main(String[1 args) {
int inputNumber; // One of the integers input by the user.
int sum; // The sum of the positive integers.
int count; // The number of positive integers.
double average; // The average of the positive integers.
/* Initialize the summation and counting variables. */
sum = 0;
CHAPTER 3. CONTROL
75
count = 0;
/* Read and process the user's input. */
TextIO.put("Enter your first positive integer: ");
inputNumber = TextIO.getlnlnt();
while (inputNumber != 0) {
sum += inputNumber; // Add inputNumber to running sum.
count++; // Count the input by adding 1 to count.
TextIO.put("Enter your next positive integer, or 0 to end: ");
inputNumber = TextIO.getlnlnt();
}
/* Display the result. */
if (count == 0) {
TextIO .putln("You didn't enter any data!");
}
else {
average = ((double)sum) / count;
TextIO.putln();
TextIO.putln("You entered " + count + " positive integers.");
TextIO.putf ("Their average is %1.3f .\n", average) ;
}
} // end main()
} // end class ComputeAverage
3.3.2 The do..while Statement
Sometimes it is more convenient to test the continuation condition at the end of a loop, instead
of at the beginning, as is done in the while loop. The do. . while statement is very similar
to the while statement, except that the word "while," along with the condition that it tests,
has been moved to the end. The word "do" is added to mark the beginning of the loop. A
do. .while statement has the form
do
(statement)
while ( (boolean-expression) );
or, since, as usual, the (statement) can be a block,
do {
(statements)
} while ( (boolean-expression) );
Note the semicolon, ';', at the very end. This semicolon is part of the statement, just as
the semicolon at the end of an assignment statement or declaration is part of the statement.
Omitting it is a syntax error. (More generally, every statement in Java ends either with a
semicolon or a right brace, '}'.)
To execute a do loop, the computer first executes the body of the loop-that is, the statement
or statements inside the loop-and then it evaluates the boolean expression. If the value of
the expression is true, the computer returns to the beginning of the do loop and repeats the
process; if the value is f alse, it ends the loop and continues with the next part of the program.
CHAPTER 3. CONTROL
76
Since the condition is not tested until the end of the loop, the body of a do loop is always
executed at least once.
For example, consider the following pseudocode for a game-playing program. The do loop
makes sense here instead of a while loop because with the do loop, you know there will be at
least one game. Also, the test that is used at the end of the loop wouldn't even make sense at
the beginning:
do {
Play a Game
Ask user if he wants to play another game
Read the user's response
} while ( the user's response is yes );
Let's convert this into proper Java code. Since I don't want to talk about game playing at the
moment, let's say that we have a class named Checkers, and that the Checkers class contains
a static member subroutine named playGame 0) that plays one game of checkers against the
user. Then, the pseudocode "Play a game" can be expressed as the subroutine call statement
"Checkers. playGame 0) ;". We need a variable to store the user's response. The TextIO class
makes it convenient to use a boolean variable to store the answer to a yes/no question. The
input function TextIO. getlnBoolean() allows the user to enter the value as "yes" or "no".
"Yes" is considered to be true, and "no" is considered to be false. So, the algorithm can be
coded as
boolean wantsToContinue; // True if user wants to play again.
do {
Checkers.playGame();
TextIO.put("Do you want to play again? ");
wantsToContinue = TextIO.getlnBoolean();
} while (wantsToContinue == true);
When the value of the boolean variable is set to false, it is a signal that the loop should end.
When a boolean variable is used in this way-as a signal that is set in one part of the program
and tested in another part-it is sometimes called a flag or flag variable (in the sense of a
signal flag).
By the way, a more-than-usually-pedantic programmer would sneer at the test
"while (wantsToContinue == true)". This test is exactly equivalent to "while
(wantsToContinue)". Testing whether "wantsToContinue == true" is true amounts to the
same thing as testing whether "wantsToContinue" is true. A little less offensive is an expression
of the form "f lag == false", where f lag is a boolean variable. The value of "f lag == false"
is exactly the same as the value of "!f lag", where ! is the boolean negation operator. So
you can write "while (!flag)" instead of "while (flag == false)", and you can write
"if (!flag)" instead of "if (flag == false)".
Although a do. . while statement is sometimes more convenient than a while statement,
having two kinds of loops does not make the language more powerful. Any problem that can be
solved using do .. while loops can also be solved using only while statements, and vice versa.
In fact, if (doSomething) represents any block of program code, then
do {
(doSome thing)
} while ( (boolean-expression) );
has exactly the same effect as
CHAPTER 3. CONTROL
77
(doSomething)
while ( (boolean-expression) ) {
(doSomething)
}
Similarly,
while ( (boolean-expression) ) {
(doSomething)
}
can be replaced by
if ( (boolean-expression) ) {
do {
(doSomething)
} while ( (boolean-expression) );
}
without changing the meaning of the program in any way.
3.3.3 break and continue
The syntax of the while and do. . while loops allows you to test the continuation condition at
either the beginning of a loop or at the end. Sometimes, it is more natural to have the test
in the middle of the loop, or to have several tests at different places in the same loop. Java
provides a general method for breaking out of the middle of any loop. It's called the break
statement, which takes the form
break;
When the computer executes a break statement in a loop, it will immediately jump out
of the loop. It then continues on to whatever follows the loop in the program. Consider for
example:
while (true) { // looks like it will run forever!
TextIO.put("Enter a positive number: ");
N = TextIO.getlnlnt();
if (N > 0) // input is OK; jump out of loop
break;
TextIO.putln("Your answer must be > 0.");
}
// continue here after break
If the number entered by the user is greater than zero, the break statement will be executed
and the computer will jump out of the loop. Otherwise, the computer will print out "Your
answer must be > 0." and will jump back to the start of the loop to read another input value.
(The first line of this loop, "while (true)" might look a bit strange, but it's perfectly
legitimate. The condition in a while loop can be any boolean-valued expression. The computer
evaluates this expression and checks whether the value is true or f alse. The boolean literal
"true" is just a boolean expression that always evaluates to true. So "while (true)" can be
used to write an infinite loop, or one that will be terminated by a break statement.)
A break statement terminates the loop that immediately encloses the break statement. It
is possible to have nested loops, where one loop statement is contained inside another. If you
use a break statement inside a nested loop, it will only break out of that loop, not out of
CHAPTER 3. CONTROL
78
the loop that contains the nested loop. There is something called a labeled break statement
that allows you to specify which loop you want to break. This is not very common, so I will
go over it quickly. Labels work like this: You can put a label in front of any loop. A label
consists of a simple identifier followed by a colon. For example, a while with a label might
look like "mainloop: while. . .". Inside this loop you can use the labeled break statement
"break mainloop;" to break out of the labeled loop. For example, here is a code segment that
checks whether two strings, s1 and s2, have a character in common. If a common character is
found, the value of the flag variable nothingInCommon is set to false, and a labeled break is
is used to end the processing at that point:
boolean nothingInCommon;
nothingInCommon = true; // Assume si and s2 have no chars in common.
int i,j; // Variables for iterating through the chars in si and s2.
i = 0;
bigloop: while (i < sl.length()) {
j = 0;
while (j < s2.length()) {
if (sl.charAt(i) == s2.charAt(j)) { // si and s2 have a comman char.
nothingInCommon = false;
break bigloop; // break out of BOTH loops
}
j++; // Go on to the next char in s2.
}
i++; //Go on to the next char in si.
}
The continue statement is related to break, but less commonly used. A continue state-
ment tells the computer to skip the rest of the current iteration of the loop. However, instead
of jumping out of the loop altogether, it jumps back to the beginning of the loop and continues
with the next iteration (including evaluating the loop's continuation condition to see whether
any further iterations are required). As with break, when a continue is in a nested loop, it
will continue the loop that directly contains it; a "labeled continue" can be used to continue
the containing loop instead.
break and continue can be used in while loops and do. .while loops. They can also be
used in f or loops, which are covered in the next section. In Section 3.6, we'll see that break can
also be used to break out of a switch statement. A break can occur inside an if statement,
but in that case, it does not mean to break out of the if. Instead, it breaks out of the loop or
switch statement that contains the if statement. If the if statement is not contained inside a
loop or switch, then the if statement cannot legally contain a break. A similar consideration
applies to continue statements inside ifs.
3.4 The for Statement
WE TURN IN THIS SECTION to another type of loop, the for statement. Any for loop is (online)
equivalent to some while loop, so the language doesn't get any additional power by having for
statements. But for a certain type of problem, a f or loop can be easier to construct and easier
to read than the corresponding while loop. It's quite possible that in real programs, for loops
actually outnumber while loops.
CHAPTER 3. CONTROL
79
3.4.1 For Loops
The for statement makes a common type of while loop easier to write. Many while loops have
the general form:
(initialization)
while ( (continuation-condition) ) {
(statements)
(update)
}
For example, consider this example, copied from an example in Sectioin3.2:
years = 0; // initialize the variable years
while ( years < 5 ) { // condition for continuing loop
interest = principal * rate; //
principal += interest; // do three statements
System.out.println(principal); //
years++; // update the value of the variable, years
}
This loop can be written as the following equivalent for statement:
for ( years = 0; years < 5; years++ ) {
interest = principal * rate;
principal += interest;
System. out.println(principal);
}
The initialization, continuation condition, and updating have all been combined in the first line
of the for loop. This keeps everything involved in the "control" of the loop in one place, which
helps makes the loop easier to read and understand. The for loop is executed in exactly the
same way as the original code: The initialization part is executed once, before the loop begins.
The continuation condition is executed before each execution of the loop, and the loop ends
when this condition is false. The update part is executed at the end of each execution of the
loop, just before jumping back to check the condition.
The formal syntax of the for statement is as follows:
for ( (initialization); (continuation-condition); (update) )
(statement)
or, using a block statement:
for ( (initialization); (continuation-condition); (update) ) {
(statements)
}
The (continuation-condition) must be a boolean-valued expression. The (initialization) can
be any expression, but is usually an assignment statement. The (update) can also be any
expression, but is usually an increment, a decrement, or an assignment statement. Any of
the three can be empty. If the continuation condition is empty, it is treated as if it were
"true," so the loop will be repeated forever or until it ends for some other reason, such as
a break statement. (Some people like to begin an infinite loop with "for (;;)" instead of
"while (true)".)
CHAPTER 3. CONTROL
80
Usually, the initialization part of a for statement assigns a value to some variable, and the
update changes the value of that variable with an assignment statement or with an increment
or decrement operation. The value of the variable is tested in the continuation condition, and
the loop ends when this condition evaluates to false. A variable used in this way is called a
loop control variable. In the for statement given above, the loop control variable is years.
Certainly, the most common type of for loop is the counting loop, where a loop control
variable takes on all integer values between some minimum and some maximum value. A
counting loop has the form
for ( (variable) = (min); (variable) <= (max); (variable)++ ) {
(statements)
}
where (min) and (max) are integer-valued expressions (usually constants). The (variable) takes
on the values (miri), (miri)+1, (miri)+2, ..., (max). The value of the loop control variable is
often used in the body of the loop. The for loop at the beginning of this section is a counting
loop in which the loop control variable, years, takes on the values 1, 2, 3, 4, 5. Here is an even
simpler example, in which the numbers 1, 2, ..., 10 are displayed on standard output:
for ( N = 1 ; N <= 10 ; N++ )
System.out.println( N );
For various reasons, Java programmers like to start counting at 0 instead of 1, and they
tend to use a "<" in the condition, rather than a "<=". The following variation of the above
loop prints out the ten numbers 0, 1, 2, ..., 9:
for ( N = 0 ; N < 10 ; N++ )
System.out.println( N );
Using < instead of <= in the test, or vice versa, is a common source of off-by-one errors in
programs. You should always stop and think, Do I want the final value to be processed or not?
It's easy to count down from 10 to 1 instead of counting up. Just start with 10, decrement
the loop control variable instead of incrementing it, and continue as long as the variable is
greater than or equal to one.
for ( N = 10 ; N >= 1 ; N-- )
System.out.println( N );
Now, in fact, the official syntax of a for statemenent actually allows both the initialization
part and the update part to consist of several expressions, separated by commas. So we can
even count up from 1 to 10 and count down from 10 to 1 at the same time!
for ( i=1, j=10; i <= 10; i++, j-- ) {
TextIO.putf ("%5d", i); // Output i in a 5-character wide column.
TextIO.putf ("%5d", j); // Output j in a 5-character column
TextIO.putln(); // and end the line.
}
As a final example, let's say that we want to use a f or loop that prints out just the even
numbers between 2 and 20, that is: 2, 4, 6, 8, 10, 12, 14, 16, 18, 20. There are several ways to
do this. Just to show how even a very simple problem can be solved in many ways, here are
four different solutions (three of which would get full credit):
CHAPTER 3. CONTROL
81
(1) // There are 10 numbers to print.
// Use a for loop to count 1, 2,
// ..., 10. The numbers we want
// to print are 2*1, 2*2, ... 2*10.
for (N = 1; N <= 10; N++) {
System.out.println( 2*N );
}
(2) // Use a for loop that counts
// 2, 4, ..., 20 directly by
// adding 2 to N each time through
// the loop.
for (N = 2; N <= 20; N = N + 2) {
System.out.println( N );
}
(3) // Count off all the numbers
// 2, 3, 4, ..., 19, 20, but
// only print out the numbers
// that are even.
for (N = 2; N <= 20; N++) {
if ( N % 2 == 0 ) // is N even?
System.out.println( N );
}
(4) // Irritate the professor with
// a solution that follows the
// letter of this silly assignment
// while making fun of it.
for (N = 1; N <= 1; N++) {
System.out.print("2 4 6 8 10 12 14 16 18 20");
}
Perhaps it is worth stressing one more time that a for statement, like any statement, never
occurs on its own in a real program. A statement must be inside the main routine of a program
or inside some other subroutine. And that subroutine must be defined inside a class. I should
also remind you that every variable must be declared before it can be used, and that includes
the loop control variable in a for statement. In all the examples that you have seen so far in
this section, the loop control variables should be declared to be of type int. It is not required
that a loop control variable be an integer. Here, for example, is a f or loop in which the variable,
ch, is of type char, using the fact that the ++ operator can be applied to characters as well as
to numbers:
// Print out the alphabet on one line of output.
char ch; // The loop control variable;
// one of the letters to be printed.
for ( ch = 'A'; ch <= 'Z'; ch++ )
System. out .print (ch);
System. out .println();
CHAPTER 3. CONTROL
82
3.4.2 Example: Counting Divisors
Let's look at a less trivial problem that can be solved with a for loop. If N and D are positive
integers, we say that D is a divisor of N if the remainder when D is divided into N is zero.
(Equivalently, we could say that N is an even multiple of D.) In terms of Java programming, D
is a divisor of N if N % D is zero.
Let's write a program that inputs a positive integer, N, from the user and computes how
many different divisors N has. The numbers that could possibly be divisors of N are 1, 2, ..., N.
To compute the number of divisors of N, we can just test each possible divisor of N and count
the ones that actually do divide N evenly. In pseudocode, the algorithm takes the form
Get a positive integer, N, from the user
Let divisorCount = 0
for each number, testDivisor, in the range from 1 to N:
if testDivisor is a divisor of N:
Count it by adding 1 to divisorCount
Output the count
This algorithm displays a common programming pattern that is used when some, but not all,
of a sequence of items are to be processed. The general pattern is
for each item in the sequence:
if the item passes the test:
process it
The for loop in our divisor-counting algorithm can be translated into Java code as
for (testDivisor = 1; testDivisor <= N; testDivisor++) {
if ( N % testDivisor == 0 )
divisorCount++;
}
On a modern computer, this loop can be executed very quickly. It is not impossible to run
it even for the largest legal int value, 2147483647. (If you wanted to run it for even larger
values, you could use variables of type long rather than int.) However, it does take a noticeable
amount of time for very large numbers. So when I implemented this algorithm, I decided to
output a dot every time the computer has tested one million possible divisors. In the improved
version of the program, there are two types of counting going on. We have to count the number
of divisors and we also have to count the number of possible divisors that have been tested.
So the program needs two counters. When the second counter reaches 1000000, the program
outputs a '.' and resets the counter to zero so that we can start counting the next group of one
million. Reverting to pseudocode, the algorithm now looks like
Get a positive integer, N, from the user
Let divisorCount = 0 // Number of divisors found.
Let numberTested = 0 // Number of possible divisors tested
// since the last period was output.
for each number, testDivisor, in the range from 1 to N:
if testDivisor is a divisor of N:
Count it by adding 1 to divisorCount
Add 1 to numberTested
if numberTested is 1000000:
print out a '. '
Let numberTested = 0
Output the count
CHAPTER 3. CONTROL
Finally, we can translate the algorithm into a complete Java program:
/**
* This program reads a positive integer from the user.
* It counts how many divisors that number has, and
* then it prints the result.
public class CountDivisors {
public static void main(String [ args) {
int N; // A positive integer entered by the user.
// Divisors of this number will be counted.
int testDivisor; // A number between 1 and N that is a
// possible divisor of N.
int divisorCount; // Number of divisors of N that have been found.
83
int numberTested;
// Used to count how many possible divisors
// of N have been tested. When the number
// reaches 1000000, a period is output and
// the value of numberTested is reset to zero.
/* Get a positive integer from the user.
while (true) {
TextIO.put("Enter a positive integer: ");
N = TextIO.getlnlnt();
if (N > 0)
break;
TextIO.putln("That number is not positive. Please try again.");
}
/* Count the divisors, printing a "." after every 1000000 tests. */
divisorCount = 0;
numberTested = 0;
for (testDivisor = 1; testDivisor
if ( N % testDivisor == 0 )
divisorCount++;
numberTested++;
if (numberTested == 1000000) {
TextIO.put('.');
numberTested = 0;
}
}
/* Display the result. */
<= N; testDivisor++) {
TextIO.putln();
TextIO.putln("The number of divisors of " + N
+ " is " + divisorCount);
} // end main()
} // end class CountDivisors
CHAPTER 3. CONTROL
84
3.4.3 Nested for Loops
Control structures in Java are statements that contain statements. In particular, control struc-
tures can contain control structures. You've already seen several examples of if statements
inside loops, and one example of a while loop inside another while, but any combination of one
control structure inside another is possible. We say that one structure is nested inside another.
You can even have multiple levels of nesting, such as a while loop inside an if statement inside
another while loop. The syntax of Java does not set a limit on the number of levels of nesting.
As a practical matter, though, it's difficult to understand a program that has more than a few
levels of nesting.
Nested for loops arise naturally in many algorithms, and it is important to understand how
they work. Let's look at a couple of examples. First, consider the problem of printing out a
multiplication table like this one:
1 2 3 4 5 6 7 8 9 10 11 12
2 4 6 8 10 12 14 16 18 20 22 24
3 6 9 12 15 18 21 24 27 30 33 36
4 8 12 16 20 24 28 32 36 40 44 48
5 10 15 20 25 30 35 40 45 50 55 60
6 12 18 24 30 36 42 48 54 60 66 72
7 14 21 28 35 42 49 56 63 70 77 84
8 16 24 32 40 48 56 64 72 80 88 96
9 18 27 36 45 54 63 72 81 90 99 108
10 20 30 40 50 60 70 80 90 100 110 120
11 22 33 44 55 66 77 88 99 110 121 132
12 24 36 48 60 72 84 96 108 120 132 144
The data in the table are arranged into 12 rows and 12 columns. The process of printing them
out can be expressed in a pseudocode algorithm as
for each rowNumber = 1, 2, 3, ..., 12:
Print the first twelve multiples of rowNumber on one line
Output a carriage return
The first step in the for loop can itself be expressed as a for loop. We can expand "Print the
first twelve multiples of rowNumber on one line" as:
for N = 1, 2, 3, ..., 12:
Print N * rowNumber
so a refined algorithm for printing the table has one for loop nested inside another:
for each rowNumber = 1, 2, 3, ..., 12:
for N = 1, 2, 3, ..., 12:
Print N * rowNumber
Output a carriage return
We want to print the output in neat columns, with each output number taking up four spaces.
This can be done using formatted output with format specifier X4d. Assuming that rowNumber
and N have been declared to be variables of type int, the algorithm can be expressed in Java as
for ( rowNumber = 1; rowNumber <= 12; rowNumber++ ) {
for ( N = 1; N <= 12; N++ ) {
// print in 4-character columns
System.out.printf( "X4d;", N * rowNumber ); // No carriage return!
}
CHAPTER 3. CONTROL
85
System.out.println(); // Add a carriage return at end of the line.
}
This section has been weighed down with lots of examples of numerical processing. For our
next example, let's do some text processing. Consider the problem of finding which of the 26
letters of the alphabet occur in a given string. For example, the letters that occur in "Hello
World" are D, E, H, L, O, R, and W. More specifically, we will write a program that will list all
the letters contained in a string and will also count the number of different letters. The string
will be input by the user. Let's start with a pseudocode algorithm for the program.
Ask the user to input a string
Read the response into a variable, str
Let count = 0 (for counting the number of different letters)
for each letter of the alphabet:
if the letter occurs in str:
Print the letter
Add 1 to count
Output the count
Since we want to process the entire line of text that is entered by the user, we'll use
TextIO. getin() to read it. The line of the algorithm that reads "for each letter of the al-
phabet" can be expressed as "for (letter='A'; letter<='Z'; letter++)". But the body
of this for loop needs more thought. How do we check whether the given letter, letter, occurs
in str? One idea is to look at each character in the string in turn, and check whether that
character is equal to letter. We can get the i-th character of str with the function call
str. charAt(i), where i ranges from 0 to str. length() - 1. One more difficulty: A letter
such as 'A' can occur in str in either upper or lower case, 'A' or 'a'. We have to check for both
of these. But we can avoid this difficulty by converting str to upper case before processing
it. Then, we only have to check for the upper case letter. We can now flesh out the algorithm
fully. Note the use of break in the nested for loop. It is required to avoid printing or counting
a given letter more than once (in the case where it occurs more than once in the string). The
break statement breaks out of the inner for loop, but not the outer for loop. Upon executing
the break, the computer continues the outer loop with the next value of letter.
Ask the user to input a string
Read the response into a variable, str
Convert str to upper case
Let count = 0
for letter = 'A', 'B', ..., 'Z':
for i = 0, 1, ..., str.length()-1:
if letter == str.charAt(i):
Print letter
Add 1 to count
break // jump out of the loop
Output the count
Here is the complete program:
* This program reads a line of text entered by the user .
* It prints a list of the letters that occur in the text,
* and it reports how many different letters were found.
CHAPTER 3. CONTROL
86
public class ListLetters {
public static void main(String [ args) {
String str; // Line of text entered by the user.
int count; // Number of different letters found in str.
char letter; // A letter of the alphabet.
TextIO.putln("Please type in a line of text.");
str = TextIO.getln();
str = str.toUpperCase();
count = 0;
TextIO.putln("Your input contains the following letters:");
TextIO.putln();
TextIO.put(" ");
for ( letter = 'A'; letter <= 'Z'; letter++ ) {
int i; // Position of a character in str.
for ( i = 0; i < str.length(); i++ ) {
if ( letter == str.charAt(i) ) {
TextIO.put (letter);
TextIO.put(' ');
count++;
break;
}
}
}
TextIO.putln();
TextIO.putln();
TextIO.putln("There were " + count + " different letters.");
} // end main()
} // end class ListLetters
In fact, there is actually an easier way to determine whether a given letter occurs in a string,
str. The built-in function str. indexOf (letter) will return -1 if letter does not occur in
the string. It returns a number greater than or equal to zero if it does occur. So, we could
check whether letter occurs in str simply by checking "if (str. indexOf (letter) >= 0)".
If we used this technique in the above program, we wouldn't need a nested for loop. This gives
you a preview of how subroutines can be used to deal with complexity.
3.4.4 Enums and for-each Loops
Java 5.0 introduces a new "enhanced" form of the for loop that is designed to be convenient
for processing data structures. A data structure is a collection of data items, considered as
a unit. For example, a list is a data structure that consists simply of a sequence of items.
The enhanced f or loop makes it easy to apply the same processing to every element of a list
or other data structure. Data structures are a major topic in computer science, but we won't
encounter them in any serious way until Chape 7. However, one of the applications of the
enhanced f or loop is to enum types, and so we consider it briefly here. (Enums were introduced
in Sbeto ...
CHAPTER 3. CONTROL
87
The enhanced for loop can be used to perform the same processing on each of the enum
constants that are the possible values of an enumerated type. The syntax for doing this is:
for ( (enum-type-name) (variable-name) : (enum-type-name).values() )
(statement)
or
for ( (enum-type-name) (variable-name) : (enum-type-name).values() ) {
(statements)
}
If MyEnum is the name of any enumerated type, then MyEnum. values () is a function call that
returns a list containing all of the values of the enum. (values () is a static member function
in MyEnum and of any other enum.) For this enumerated type, the for loop would have the
form:
f or ( MyEnum (variable-name) : MyEnum.values() )
(statement)
The intent of this is to execute the (statement) once for each of the possible values of the
MyEnum type. The (variable-name) is the loop control variable. In the (statement), it repre-
sents the enumerated type value that is currently being processed. This variable should not be
declared before the for loop; it is essentially being declared in the loop itself.
To give a concrete example, suppose that the following enumerated type has been defined
to represent the days of the week:
enum Day { MONDAY, TUESDAY, WEDNESDAY, THURSDAY, FRIDAY, SATURDAY, SUNDAY }
Then we could write:
for ( Day d : Day.values() ) {
System.out.print( d );
System.out.print(" is day number ");
System.out.println( d.ordinal() );
}
Day. values () represents the list containing the seven constants that make up the enumerated
type. The first time through this loop, the value of d would be the first enumerated type value
Day . MONDAY, which has ordinal number 0, so the output would be "MONDAY is day number 0".
The second time through the loop, the value of d would be Day. TUESDAY, and so on through
Day. SUNDAY. The body of the loop is executed once for each item in the list Day. values0,
with d taking on each of those values in turn. The full output from this loop would be:
MONDAY is day number 0
TUESDAY is day number 1
WEDNESDAY is day number 2
THURSDAY is day number 3
FRIDAY is day number 4
SATURDAY is day number 5
SUNDAY is day number 6
Since the intent of the enhanced for loop is to do something "for each" item in a data
structure, it is often called a for-each ioop. The syntax for this type of loop is unfortunate. It
would be better if it were written something like "foreach Day d in Day. values()", which
conveys the meaning much better and is similar to the syntax used in other programming
languages for similar types of loops. It's helpful to think of the colon (:) in the loop as meaning
CHAPTER 3. CONTROL
88
3.5 The if Statement
THE FIRST OF THE TWO BRANCHING STATEMENTS in Java is the if statement, which you (online)
have already seen in Section 3.1. It takes the form
if ({boolean-expression))
K st at ement -1)
else
{ statement-2)
As usual, the statements inside an if statements can be blocks. The if statement represents
a two-way branch. The else part of an if statement consisting of the word "else" and the
statement that follows it can be omitted.
3.5.1 The Dangling else Problem
Now, an if statement is, in particular, a statement. This means that either (statement-1)
or (statement-2) in the above if statement can itself be an if statement. A problem arises,
however, if (statement-1) is an if statement that has no else part. This special case is
effectively forbidden by the syntax of Java. Suppose, for example, that you type
if ( x > 0 )
if (y > 0)
System.out.println("First case");
else
System.out.println("Second case");
Now, remember that the way you've indented this doesn't mean anything at all to the computer.
You might think that the else part is the second half of your "if (x > 0)" statement, but
the rule that the computer follows attaches the else to "if (y > 0)", which is closer. That
is, the computer reads your statement as if it were formatted:
if ( x > 0 )
if (y > 0)
System.out.println("First case");
else
System.out.println("Second case");
You can force the computer to use the other interpretation by enclosing the nested if in a
block:
if ( x > 0 ) {
if (y > 0)
System.out.println("First case");
}
else
System.out.println("Second case");
These two if statements have different meanings: In the case when x <= 0, the first statement
doesn't print anything, but the second statement prints "Second case.".
3.5.2 The if...else if Construction
Much more interesting than this technicality is the case where (statement-2), the else part
of the if statement, is itself an if statement. The statement would look like this (perhaps
without the final else part):
CHAPTER 3. CONTROL
89
if (boolean-expression-1))
(statement-1)
else
if ((boolean-expression-2))
(statement-2)
else
(statement-3)
However, since the computer doesn't care how a program is laid out on the page, this is almost
always written in the format:
if (boolean-expression-1))
(statement-1)
else if ((boolean-expression-2))
(statement-2)
else
(statement-3)
You should think of this as a single statement representing a three-way branch. When the
computer executes this, one and only one of the three statements-(statement-I), (statement-
2), or (statement-3)-will be executed. The computer starts by evaluating (boolean-expression-
1). If it is true, the computer executes (statement-1) and then jumps all the way to the end of
the outer if statement, skipping the other two (statement)s. If (boolean-expression-1) is false,
the computer skips (statement-1) and executes the second, nested if statement. To do this,
it tests the value of (boolean-expression-2) and uses it to decide between (statement-2) and
(statement-3).
Here is an example that will print out one of three different messages, depending on the
value of a variable named temperature:
if (temperature < 50)
System.out.println("It's cold.");
else if (temperature < 80)
System.out.println("It's nice.");
else
System.out.println("It's hot.");
If temperature is, say, 42, the first test is true. The computer prints out the message "It's
cold", and skips the rest-without even evaluating the second condition. For a temperature of
75, the first test is false, so the computer goes on to the second test. This test is true, so
the computer prints "It's nice" and skips the rest. If the temperature is 173, both of the tests
evaluate to false, so the computer says "It's hot" (unless its circuits have been fried by the
heat, that is).
You can go on stringing together "else-if's" to make multi-way branches with any number
of cases:
if (Kboolean-expression-1))
statement-1)
else if (Kboolean-expression-2))
(statement-2)
else if (Kboolean-expression-3))
(statement-3)
. // (more cases)
CHAPTER 3. CONTROL
90
else if ((boolean-expression-N))
(statement-N)
else
(statement-(N+1))
The computer evaluates boolean expressions one after the other until it comes to one that is
true. It executes the associated statement and skips the rest. If none of the boolean expressions
evaluate to true, then the statement in the else part is executed. This statement is called
a multi-way branch because only one of the statements will be executed. The final else part
can be omitted. In that case, if all the boolean expressions are false, none of the statements is
executed. Of course, each of the statements can be a block, consisting of a number of statements
enclosed between { and }. (Admittedly, there is lot of syntax here; as you study and practice,
you'll become comfortable with it.)
3.5.3 If Statement Examples
As an example of using if statements, lets suppose that x, y, and z are variables of type int,
and that each variable has already been assigned a value. Consider the problem of printing out
the values of the three variables in increasing order. For examples, if the values are 42, 17, and
20, then the output should be in the order 17, 20, 42.
One way to approach this is to ask, where does x belong in the list? It comes first if it's
less than both y and z. It comes last if it's greater than both y and z. Otherwise, it comes in
the middle. We can express this with a 3-way if statement, but we still have to worry about
the order in which y and z should be printed. In pseudocode,
if (x < y && x < z) {
output x, followed by y and z in their correct order
}
else if (x > y && x > z) {
output y and z in their correct order, followed by x
}
else {
output x in between y and z in their correct order
}
Determining the relative order of y and z requires another if statement, so this becomes
if (x < y && x < z) { // x comes first
if (y < z)
System.out.println( x + " + y + + z );
else
System.out.println( x + " + z + + y );
}
else if (x > y && x > z) { //x comes last
if (y < z)
System.out.println( y + ""+ z + ""+ x )
else
System.out.println( z + ""+ y + ""+ x )
}
else { // x in the middle
if (y < z)
System.out.println( y + ""+ x + ""+ z);
else
CHAPTER 3. CONTROL
91
System.out.println( z + + x + + y);
}
You might check that this code will work correctly even if some of the values are the same. If
the values of two variables are the same, it doesn't matter which order you print them in.
Note, by the way, that even though you can say in English "if x is less than y and z,",
you can't say in Java "if (x < y && z)". The && operator can only be used between boolean
values, so you have to make separate tests, x to
indicate the start of a new paragraph. (Generally, in the absence of HTML commands, blank
lines and extra spaces in the comment are ignored.)
In addition to HTML commands, Javadoc comments can include doc tags, which are
processed as commands by the javadoc tool. A doc tag has a name that begins with the
character @. I will only discuss three tags: @param, @return, and @throws. These tags are used
in Javadoc comments for subroutines to provide information about its parameters, its return
value, and the exceptions that it might throw. These tags are always placed at the end of the
comment, after any description of the subroutine itself. The syntax for using them is:
@param {parameter-name) (description-of-parameter)
@return (description-of-return-value)
@throws (exception-class-name) (description-of-exception)
The (descriptions) can extend over several lines. The description ends at the next tag or at the
end of the comment. You can include a @param tag for every parameter of the subroutine and a
@throws for as many types of exception as you want to document. You should have a @return
tag only for a non-void subroutine. These tags do not have to be given in any particular order.
Here is an example that doesn't do anything exciting but that does use all three types of
doc tag:
* This subroutine computes the area of a rectangle, given its width
* and its height. The length and the width should be positive numbers.
* @param width the length of one side of the rectangle
* @param height the length the second side of the rectangle
* @return the area of the rectangle
* @throws IllegalArgumentException if either the width or the height
* is a negative number.
public static double area~fRectangle( double length, double width ) {
if ( width < 0 II height < 0 )
throw new IllegalArgumentException("Sides must have positive length.");
CHAPTER 4. SUBROUTINES
144
double area;
area = width * height;
return area;
}
I will use Javadoc comments for some of my examples. I encourage you to use them in your
own code, even if you don't plan to generate Web page documentation of your work, since it's
a standard format that other Java programmers will be familiar with.
If you do want to create Web-page documentation, you need to run the j avadoc tool. This
tool is available as a command in the Java Development Kit that was discussed in Section 2.6.
You can use javadoc in a command line interface similarly to the way that the javac and
j ava commands are used. Javadoc can also be applied in the Eclipse integrated development
environment that was also discussed in Section 2.6: Just right-click the class or package that
you want to document in the Package Explorer, select "Export," and select "Javadoc" in the
window that pops up. I won't go into any of the details here; see the documentation.
4.6 More on Program Design
UNDERSTANDING HOW PROGRAMS WORK is one thing. Designing a program to perform some (online)
particular task is another thing altogether. In Section 3.2, I discussed how pseudocode and
stepwise refinement can be used to methodically develop an algorithm. We can now see how
subroutines can fit into the process.
Stepwise refinement is inherently a top-down process, but the process does have a "bottom,"
that is, a point at which you stop refining the pseudocode algorithm and translate what you have
directly into proper programming language. In the absence of subroutines, the process would
not bottom out until you get down to the level of assignment statements and very primitive
input/output operations. But if you have subroutines lying around to perform certain useful
tasks, you can stop refining as soon as you've managed to express your algorithm in terms of
those tasks.
This allows you to add a bottom-up element to the top-down approach of stepwise re-
finement. Given a problem, you might start by writing some subroutines that perform tasks
relevant to the problem domain. The subroutines become a toolbox of ready-made tools that
you can integrate into your algorithm as you develop it. (Alternatively, you might be able to
buy or find a software toolbox written by someone else, containing subroutines that you can
use in your project as black boxes.)
Subroutines can also be helpful even in a strict top-down approach. As you refine your
algorithm, you are free at any point to take any sub-task in the algorithm and make it into a
subroutine. Developing that subroutine then becomes a separate problem, which you can work
on separately. Your main algorithm will merely call the subroutine. This, of course, is just
a way of breaking your problem down into separate, smaller problems. It is still a top-down
approach because the top-down analysis of the problem tells you what subroutines to write.
In the bottom-up approach, you start by writing or obtaining subroutines that are relevant to
the problem domain, and you build your solution to the problem on top of that foundation of
subroutines.
4.6.1 Preconditions and Postconditions
When working with subroutines as building blocks, it is important to be clear about how a
subroutine interacts with the rest of the program. This interaction is specified by the contract
CHAPTER 4. SUBROUTINES
145
of the subroutine, as discussed in ec 4.1. A convenient way to express the contract of a
subroutine is in terms of preconditions and postconditions.
The precondition of a subroutine is something that must be true when the subroutine
is called, if the subroutine is to work correctly. For example, for the built-in function
Math. sqrt (x), a precondition is that the parameter, x, is greater than or equal to zero, since it
is not possible to take the square root of a negative number. In terms of a contract, a precon-
dition represents an obligation of the caller of the subroutine. If you call a subroutine without
meeting its precondition, then there is no reason to expect it to work properly. The program
might crash or give incorrect results, but you can only blame yourself, not the subroutine.
A postcondition of a subroutine represents the other side of the contract. It is something
that will be true after the subroutine has run (assuming that its preconditions were met-and
that there are no bugs in the subroutine). The postcondition of the function Math. sqrt 0) is
that the square of the value that is returned by this function is equal to the parameter that is
provided when the subroutine is called. Of course, this will only be true if the preconditiion-
that the parameter is greater than or equal to zero-is met. A postcondition of the built-in
subroutine System. out .print 0 is that the value of the parameter has been displayed on the
screen.
Preconditions most often give restrictions on the acceptable values of parameters, as in the
example of Math. sqrt(x). However, they can also refer to global variables that are used in
the subroutine. The postcondition of a subroutine specifies the task that it performs. For a
function, the postcondition should specify the value that the function returns.
Subroutines are often described by comments that explicitly specify their preconditions and
postconditions. When you are given a pre-written subroutine, a statement of its preconditions
and postconditions tells you how to use it and what it does. When you are assigned to write
a subroutine, the preconditions and postconditions give you an exact specification of what the
subroutine is expected to do. I will use this approach in the example that constitutes the rest
of this section. The comments are given in the form of Javadoc comments, but I will explicitly
label the preconditions and postconditions. (Many computer scientists think that new doc
tags @precondition and @postcondition should be added to the Javadoc system for explicit
labeling of preconditions and postconditions, but that has not yet been done.)
4.6.2 A Design Example
Let's work through an example of program design using subroutines. In this example, we will
use prewritten subroutines as building blocks and we will also design new subroutines that we
need to complete the project.
Suppose that I have found an already-written class called Mosaic. This class allows a
program to work with a window that displays little colored rectangles arranged in rows and
columns. The window can be opened, closed, and otherwise manipulated with static member
subroutines defined in the Mosaic class. In fact, the class defines a toolbox or API that can be
used for working with such windows. Here are some of the available routines in the API, with
Javadoc-style comments:
* Opens a "mosaic" window on the screen.
*
* Precondition: The parameters rows, cols, w, and h are positive integers.
* Postcondition: A window is open on the screen that can display rows and
* columns of colored rectangles. Each rectangle is w pixels
CHAPTER 4. SUBROUTINES
146
* wide and h pixels high. The number of rows is given by
* the first parameter and the number of columns by the
* second. Initially, all rectangles are black.
* Note: The rows are numbered from 0 to rows - 1, and the columns are
* numbered from 0 to cols - 1.
public static void open(int rows, int cols, int w, int h)
/**
* Sets the color of one of the rectangles in the window.
*
* Precondition: row and col are in the valid range of row and column numbers,
* and r, g, and b are in the range 0 to 255, inclusive.
* Postcondition: The color of the rectangle in row number row and column
* number col has been set to the color specified by r, g,
* and b. r gives the amount of red in the color with 0
* representing no red and 255 representing the maximum
* possible amount of red. The larger the value of r, the
* more red in the color. g and b work similarly for the
* green and blue color components.
public static void setColor(int row, int col, int r, int g, int b)
/**
* Gets the red component of the color of one of the rectangles.
*
* Precondition: row and col are in the valid range of row and column numbers.
* Postcondition: The red component of the color of the specified rectangle is
* returned as an integer in the range 0 to 255 inclusive.
public static int getRed(int row, int col)
/**
* Like getRed, but returns the green component of the color.
public static int getGreen(int row, int col)
/**
* Like getRed, but returns the blue component of the color.
public static int getBlue(int row, int col)
/**
* Tests whether the mosaic window is currently open.
*
* Precondition: None.
* Postcondition: The return value is true if the window is open when this
* function is called, and it is false if the window is
* closed.
public static boolean isOpen()
CHAPTER 4. SUBROUTINES
147
* Inserts a delay in the program (to regulate the speed at which the colors
* are changed, for example).
*
* Precondition: milliseconds is a positive integer.
* Postcondition: The program has paused for at least the specified number
* of milliseconds, where one second is equal to 1000
* milliseconds.
public static void delay(int milliseconds)
Remember that these subroutines are members of the Mosaic class, so when they are called
from outside Mosaic, the name of the class must be included as part of the name of the routine.
For example, we'll have to use the name Mosaic. isOpen() rather than simply isOpen().
My idea is to use the Mosaic class as the basis for a neat animation. I want to fill the
window with randomly colored squares, and then randomly change the colors in a loop that
continues as long as the window is open. "Randomly change the colors" could mean a lot
of different things, but after thinking for a while, I decide it would be interesting to have a
"disturbance" that wanders randomly around the window, changing the color of each square
that it encounters. Here's a picture showing what the contents of the window might look like
at one point in time:
With basic routines for manipulating the window as a foundation, I can turn to the specific
problem at hand. A basic outline for my program is
Open a Mosaic window
Fill window with random colors;
Move around, changing squares at random.
Filling the window with random colors seems like a nice coherent task that I can work on
separately, so let's decide to write a separate subroutine to do it. The third step can be
expanded a bit more, into the steps: Start in the middle of the window, then keep moving to a
new square and changing the color of that square. This should continue as long as the mosaic
window is still open. Thus we can refine the algorithm to:
Open a Mosaic window
Fill window with random colors;
Set the current position to the middle square in the window;
As long as the mosaic window is open:
Randomly change color of the square at the current position;
Move current position up, down, left, or right, at random;
CHAPTER 4. SUBROUTINES
148
I need to represent the current position in some way. That can be done with two int variables
named currentRow and currentColumn that hold the row number and the column number of
the square where the disturbance is currently located. I'll use 10 rows and 20 columns of squares
in my mosaic, so setting the current position to be in the center means setting currentRow to 5
and currentColumn to 10. I already have a subroutine, Mosaic. open(), to open the window,
and I have a function, Mosaic. isOpen(), to test whether the window is open. To keep the
main routine simple, I decide that I will write two more subroutines of my own to carry out
the two tasks in the while loop. The algorithm can then be written in Java as:
Mosaic.open(10,20,10,10)
fillWithRandomColors();
currentRow = 5; // Middle row, halfway down the window.
currentColumn = 10; // Middle column.
while ( Mosaic.isOpen() ) {
changeToRandomColor(currentRow, currentColumn);
randomMove();
}
With the proper wrapper, this is essentially the main() routine of my program. It turns out I
have to make one small modification: To prevent the animation from running too fast, the line
"Mosaic.delay(20) ;" is added to the while loop.
The main() routine is taken care of, but to complete the program, I still have to write the
subroutines f illWithRandomColors 0, changeToRandomColor (int, int), and randomMove 0.
Writing each of these subroutines is a separate, small task. The f illWithRandomColors 0)
routine is defined by the postcondition that "each of the rectangles in the mosaic has been
changed to a random color." Pseudocode for an algorithm to accomplish this task can be given
as:
For each row:
For each column:
set the square in that row and column to a random color
"For each row" and "for each column" can be implemented as for loops. We've already planned
to write a subroutine changeToRandomColor that can be used to set the color. (The possi-
bility of reusing subroutines in several places is one of the big payoffs of using them!) So,
f illWithRandomColors () can be written in proper Java as:
static void fillWithRandomColors() {
for (int row = 0; row < 10; row++)
for (int column = 0; column < 20; column++)
changeToRandomColor (row, column);
}
Turning to the changeToRandomColor subroutine, we already have a method in the Mosaic
class, Mosaic. setColor 0, that can be used to change the color of a square. If we want a ran-
dom color, we just have to choose random values for r, g, and b. According to the precondition
of the Mosaic . setColor () subroutine, these random values must be integers in the range from
0 to 255. A formula for randomly selecting such an integer is "(int) (256*Math. random())".
So the random color subroutine becomes:
static void changeToRandomColor(int rowNum, int colNum) {
int red = (int) (256*Math.random());
int green = (int) (256*Math.random());
int blue = (int) (256*Math.random());
CHAPTER 4. SUBROUTINES
149
mosaic.setColor(rowNum,colNum,red,green,blue);
}
Finally, consider the randomMove subroutine, which is supposed to randomly move the
disturbance up, down, left, or right. To make a random choice among four directions, we
can choose a random integer in the range 0 to 3. If the integer is 0, move in one direction;
if it is 1, move in another direction; and so on. The position of the disturbance is given
by the variables currentRow and currentColumn. To "move up" means to subtract 1 from
currentRow. This leaves open the question of what to do if currentRow becomes -1, which
would put the disturbance above the window. Rather than let this happen, I decide to move
the disturbance to the opposite edge of the applet by setting currentRow to 9. (Remember
that the 10 rows are numbered from 0 to 9.) Moving the disturbance down, left, or right is
handled similarly. If we use a switch statement to decide which direction to move, the code
for randomMove becomes:
int directionNum;
directionNum = (int) (4*Math.random());
switch (directionNum) {
case 0: // move up
currentRow--;
if (currentRow < 0) // CurrentRow is outside the mosaic;
currentRow = 9; // move it to the opposite edge.
break;
case 1: // move right
currentColumn++;
if (currentColumn >= 20)
currentColumn = 0;
break;
case 2: // move down
currentRow++;
if (currentRow >= 10)
currentRow = 0;
break;
case 3: // move left
currentColumn--;
if (currentColumn < 0)
currentColumn = 19;
break;
}
4.6.3 The Program
Putting this all together, we get the following complete program. Note that I've added Javadoc-
style comments for the class itself and for each of the subroutines. The variables currentRow
and currentColumn are defined as static members of the class, rather than local variables,
because each of them is used in several different subroutines. This program actually depends
on two other classes, Mosaic and another class called MosaicCanvas that is used by Mosaic.
If you want to compile and run this program, both of these classes must be available to the
program.
CHAPTER 4. SUBROUTINES
150
/**
* This program opens a window full of randomly colored squares. A "disturbance"
* moves randomly around in the window, randomly changing the color of each
* square that it visits. The program runs until the user closes the window.
public class RandomMosaicWalk {
static int currentRow; // Row currently containing the disturbance.
static int currentColumn; // Column currently containing disturbance.
/**
* The main program creates the window, fills it with random colors,
* and then moves the disturbances in a random walk around the window
* as long as the window is open.
public static void main(String [ args) {
Mosaic.open(10,20,10,10);
fillWithRandomColors();
currentRow = 5; // start at center of window
currentColumn = 10;
while (Mosaic.isOpen()) {
changeToRandomColor(currentRow, currentColumn);
randomMove();
Mosaic.delay(20);
}
} // end main
/**
* Fills the window with randomly colored squares.
* Precondition: The mosaic window is open.
* Postcondition: Each square has been set to a random color.
static void fillWithRandomColors() {
for (int row=0; row < 10; row++) {
for (int column=0; column < 20; column++) {
changeToRandomColor(row, column);
}
}
} // end fillWithRandomColors
/**
* Changes one square to a new randomly selected color.
* Precondition: The specified rowNum and colNum are in the valid range
* of row and column numbers.
* Postcondition: The square in the specified row and column has
* been set to a random color.
* @param rowNum the row number of the square, counting rows down
* from 0 at the top
* @param colNum the column number of the square, counting columns over
* from 0 at the left
static void changeToRandomColor(int rowNum, int colNum) {
int red = (int)(256*Math.random()); // Choose random levels in range
int green = (int)(256*Math.random()); // 0 to 255 for red, green,
int blue = (int)(256*Math.random()); // and blue color components.
CHAPTER 4. SUBROUTINES
151
Mosaic.setColor(rowNum,colNum,red,green,blue);
} // end of changeToRandomColor()
/**
* Move the disturbance.
* Precondition: The global variables currentRow and currentColumn
* are within the legal range of row and column numbers.
* Postcondition: currentRow or currentColumn is changed to one of the
* neighboring positions in the grid -- up, down, left, or
* right from the current position. If this moves the
* position outside of the grid, then it is moved to the
* opposite edge of the grid.
static void randomMove() {
int directionNum; // Randomly set to 0, 1, 2, or 3 to choose direction.
directionNum = (int) (4*Math. random()) ;
switch (directionNum) {
case 0: // move up
currentRow--;
if (currentRow < 0)
currentRow = 9;
break;
case 1: // move right
currentColumn++;
if (currentColumn >= 20)
currentColumn = 0;
break;
case 2: // move down
currentRow++;
if (currentRow >= 10)
currentRow = 0;
break;
case 3: // move left
currentColumn--;
if (currentColumn < 0)
currentColumn = 19;
break;
}
} // end
} // end class
randomMove
RandomMosaicWalk
4.7 The Truth About Declarations
NAMES ARE FUNDAMENTAL TO PROGRAMMING, as I said a few chapters ago. There are a lot (online)
of details involved in declaring and using names. I have been avoiding some of those details.
In this section, I'll reveal most of the truth (although still not the full truth) about declaring
and using variables in Java. The material in the subsections "Initialization in Declarations"
and "Named Constants" is particularly important, since I will be using it regularly in future
chapters.
CHAPTER 4. SUBROUTINES
152
4.7.1 Initialization in Declarations
When a variable declaration is executed, memory is allocated for the variable. This memory
must be initialized to contain some definite value before the variable can be used in an expres-
sion. In the case of a local variable, the declaration is often followed closely by an assignment
statement that does the initialization. For example,
int count; // Declare a variable named count.
count = 0; // Give count its initial value.
However, the truth about declaration statements is that it is legal to include the initializa-
tion of the variable in the declaration statement. The two statements above can therefore be
abbreviated as
int count = 0; // Declare count and give it an initial value.
The computer still executes this statement in two steps: Declare the variable count, then assign
the value 0 to the newly created variable. The initial value does not have to be a constant. It
can be any expression. It is legal to initialize several variables in one declaration statement.
For example,
char firstInitial = 'D', secondInitial = 'E';
int x, y = 1; // OK, but only y has been initialized!
int N = 3, M = N+2; // OK, N is initialized
// before its value is used.
This feature is especially common in for loops, since it makes it possible to declare a loop control
variable at the same point in the loop where it is initialized. Since the loop control variable
generally has nothing to do with the rest of the program outside the loop, it's reasonable to
have its declaration in the part of the program where it's actually used. For example:
for ( int i = 0; i < 10; i++ ) {
System. out.println(i);
}
Again, you should remember that this is simply an abbreviation for the following, where I've
added an extra pair of braces to show that i is considered to be local to the for statement and
no longer exists after the for loop ends:
{
int i;
for ( i = 0; i < 10; i++ ) {
System. out.println(i);
}
}
(You might recall, by the way, that for "for-each" loops, the special type of f or statement
that is used with enumerated types, declaring the variable in the f or is required. See Subec
A member variable can also be initialized at the point where it is declared, just as for a
local variable. For example:
public class Bank {
static double interestRate = 0.05;
static int maxWithdrawal = 200;
CHAPTER 4. SUBROUTINES
153
// More variables and subroutines.
}
A static member variable is created as soon as the class is loaded by the Java interpreter, and
the initialization is also done at that time. In the case of member variables, this is not simply
an abbreviation for a declaration followed by an assignment statement. Declaration statements
are the only type of statement that can occur outside of a subroutine. Assignment statements
cannot, so the following is illegal:
public class Bank {
static double interestRate;
interestRate = 0.05; // ILLEGAL:
// Can't be outside a subroutine!:
Because of this, declarations of member variables often include initial values. In fact, as
mentioned in Subsecti 4.., if no initial value is provided for a member variable, then a
default initial value is used. For example, when declaring an integer member variable, count,
"static int count;" is equivalent to "static int count = 0;".
4.7.2 Named Constants
Sometimes, the value of a variable is not supposed to change after it is initialized. For example,
in the above example where interestRate is initialized to the value 0.05, it's quite possible
that that is meant to be the value throughout the entire program. In this case, the programmer
is probably defining the variable, interestRate, to give a meaningful name to the otherwise
meaningless number, 0.05. It's easier to understand what's going on when a program says
"principal += principal*interestRate;" rather than "principal += principal*0.05;".
In Java, the modifier "final" can be applied to a variable declaration to ensure that the
value stored in the variable cannot be changed after the variable has been initialized. For
example, if the member variable interestRate is declared with
final static double interestRate = 0.05;
then it would be impossible for the value of interestRate to change anywhere else in the
program. Any assignment statement that tries to assign a value to interestRate will be
rejected by the computer as a syntax error when the program is compiled.
It is legal to apply the final modifier to local variables and even to formal parameters,
but it is most useful for member variables. I will often refer to a static member variable that
is declared to be final as a named constant, since its value remains constant for the whole
time that the program is running. The readability of a program can be greatly enhanced by
using named constants to give meaningful names to important quantities in the program. A
recommended style rule for named constants is to give them names that consist entirely of
upper case letters, with underscore characters to separate words if necessary. For example, the
preferred style for the interest rate constant would be
final static double INTERESTRATE = 0.05;
This is the style that is generally used in Java's standard classes, which define many named
constants. For example, we have already seen that the Math class contains a variable Math. PI.
This variable is declared in the Math class as a "public final static" variable of type double.
CHAPTER 4. SUBROUTINES
154
Similarly, the Color class contains named constants such as Color.RED and Color.YELLOW
which are public final static variables of type Color. Many named constants are created just to
give meaningful names to be used as parameters in subroutine calls. For example, the standard
class named Font contains named constants Font .PLAIN, Font .BOLD, and Font. ITALIC. These
constants are used for specifying different styles of text when calling various subroutines in the
Font class.
Enumerated type constants (See Subsetion 2.3.3.) are also examples of named constants.
The enumerated type definition
enum Alignment { LEFT, RIGHT, CENTER }
defines the constants Alignment . LEFT, Alignment . RIGHT, and Alignment . CENTER. Technically,
Alignment is a class, and the three constants are public final static members of that class.
Defining the enumerated type is similar to defining three constants of type, say, int:
public static final int ALIGNMENTLEFT = 0;
public static final int ALIGNMNENTRIGHT = 1;
public static final int ALIGNMENTCENTER = 2;
In fact, this is how things were generally done before the introduction of enumerated types in
Java 5.0, and it is what is done with the constants Font .PLAIN, Font .BOLD, and Font. ITALIC
mentioned above. Using the integer constants, you could define a variable of type int and assign
it the values ALIGNMENTLEFT, ALIGNMENTRIGHT, or ALIGNMENTCENTER to represent different
types of alignment. The only problem with this is that the computer has no way of knowing
that you intend the value of the variable to represent an alignment, and it will not raise any
objection if the value that is assigned to the variable is not one of the three valid alignment
values.
With the enumerated type, on the other hand, the only values that can be assigned to
a variable of type Alignment are the constant values that are listed in the definition of the
enumerated type. Any attempt to assign an invalid value to the variable is a syntax error
which the computer will detect when the program is compiled. This extra safety is one of the
major advantages of enumerated types.
Curiously enough, one of the major reasons to use named constants is that it's easy to
change the value of a named constant. Of course, the value can't change while the program
is running. But between runs of the program, it's easy to change the value in the source code
and recompile the program. Consider the interest rate example. It's quite possible that the
value of the interest rate is used many times throughout the program. Suppose that the bank
changes the interest rate and the program has to be modified. If the literal number 0.05 were
used throughout the program, the programmer would have to track down each place where
the interest rate is used in the program and change the rate to the new value. (This is made
even harder by the fact that the number 0.05 might occur in the program with other meanings
besides the interest rate, as well as by the fact that someone might have used 0.025 to represent
half the interest rate.) On the other hand, if the named constant INTERESTRATE is declared
and used consistently throughout the program, then only the single line where the constant is
initialized needs to be changed.
As an extended example, I will give a new version of the RandomMosaicWalk program from
the previous section. This version uses named constants to represent the number of rows in
the mosaic, the number of columns, and the size of each little square. The three constants are
declared as f inal static member variables with the lines:
CHAPTER 4. SUBROUTINES
155
final static int ROWS = 30; // Number of rows in mosaic.
final static int COLUMNS = 30; // Number of columns in mosaic.
final static int SQUARESIZE = 15; // Size of each square in mosaic.
The rest of the program is carefully modified to use the named constants. For example, in
the new version of the program, the Mosaic window is opened with the statement
Mosaic. open(ROWS, COLUMNS, SQUARESIZE, SQUARESIZE);
Sometimes, it's not easy to find all the places where a named constant needs to be used. If
you don't use the named constant consistently, you've more or less defeated the purpose. It's
always a good idea to run a program using several different values for any named constants, to
test that it works properly in all cases.
Here is the complete new program, RandomMosaicWalk2, with all modifications from the
previous version shown in italic. I've left out some of the comments to save space.
public class RandomMosaicWalk2 {
final static int ROWS = 30; // Number of rows in mosaic.
final static int COLUMNS = 30; // Number of columns in mosaic.
final static int SQUARESIZE = 15; // Size of each square in mosaic.
static int currentRow; // Row currently containing the disturbance.
static int currentColumn; // Column currently containing disturbance.
public static void main(String [ args) {
Mosaic. open( ROWS, COLUMNS, SQUARESIZE, SQUARESIZE );
fillWithRandomColors();
currentRow = ROWS / 2; // start at center of window
currentColumn = COLUMNS / 2;
while (Mosaic.isOpen()) {
changeToRandomColor(currentRow, currentColumn);
randomMove();
Mosaic.delay(20);
}
} // end main
static void fillWithRandomColors() {
for (int row=0; row < ROWS; row++) {
for (int column=0; column < COLUMNS; column++) {
changeToRandomColor(row, column);
}
}
} // end fillWithRandomColors
static void changeToRandomColor(int rowNum, int colNum) {
int red = (int)(256*Math.random()); // Choose random levels in range
int green = (int)(256*Math.random()); // 0 to 255 for red, green,
int blue = (int)(256*Math.random()); // and blue color components.
Mosaic. setColor(rowNum,colNum,red,green,blue);
} // end changeToRandomColor
static void randomMove() {
int directionNum; // Randomly set to 0, 1, 2, or 3 to choose direction.
dir ect ionNum = (int ) (4*Math .r andom()) ;
switch (directionNum) {
case 0: // move up
CHAPTER 4. SUBROUTINES
156
currentRow--;
if (currentRow < 0)
currentRow = ROWS - 1;
break;
case 1: // move right
currentColumn++;
if (currentColumn >= COLUMNS)
currentColumn = 0;
break;
case 2: // move down
currentRow ++;
if (currentRow >= ROWS)
currentRow = 0;
break;
case 3: // move left
currentColumn--;
if (currentColumn < 0)
currentColumn = COLUMNS - 1;
break;
}
} // end randomMove
} // end class RandomMosaicWalk2
4.7.3 Naming and Scope Rules
When a variable declaration is executed, memory is allocated for that variable. The variable
name can be used in at least some part of the program source code to refer to that memory or
to the data that is stored in the memory. The portion of the program source code where the
variable name is valid is called the scope of the variable. Similarly, we can refer to the scope
of subroutine names and formal parameter names.
For static member subroutines, scope is straightforward. The scope of a static subroutine
is the entire source code of the class in which it is defined. That is, it is possible to call the
subroutine from any point in the class, including at a point in the source code before the point
where the definition of the subroutine appears. It is even possible to call a subroutine from
within itself. This is an example of something called "recursion," a fairly advanced topic that
we will return to later.
For a variable that is declared as a static member variable in a class, the situation is similar,
but with one complication. It is legal to have a local variable or a formal parameter that has
the same name as a member variable. In that case, within the scope of the local variable or
parameter, the member variable is hidden. Consider, for example, a class named Game that
has the form:
public class Game {
static int count; // member variable
static void playGame() {
int count; // local variable
.// Some statements to define playGame()
}
CHAPTER 4. SUBROUTINES
157
// More variables and subroutines.
} // end Game
In the statements that make up the body of the playGame 0) subroutine, the name "count"
refers to the local variable. In the rest of the Game class, "count" refers to the member vari-
able, unless hidden by other local variables or parameters named count. However, there is
one further complication. The member variable named count can also be referred to by the
full name Game. count. Usually, the full name is only used outside the class where count is
defined. However, there is no rule against using it inside the class. The full name, Game. count,
can be used inside the playGame 0) subroutine to refer to the member variable. So, the full
scope rule is that the scope of a static member variable includes the entire class in which it
is defined, but where the simple name of the member variable is hidden by a local variable
or formal parameter name, the member variable must be referred to by its full name of the
form (className).(variableName). (Scope rules for non-static members are similar to those
for static members, except that, as we shall see, non-static members cannot be used in static
subroutines.)
The scope of a formal parameter of a subroutine is the block that makes up the body of the
subroutine. The scope of a local variable extends from the declaration statement that defines
the variable to the end of the block in which the declaration occurs. As noted above, it is
possible to declare a loop control variable of a for loop in the for statement, as in "for (int
i=0; i < 10; i++)". The scope of such a declaration is considered as a special case: It is
valid only within the for statement and does not extend to the remainder of the block that
contains the for statement.
It is not legal to redefine the name of a formal parameter or local variable within its scope,
even in a nested block. For example, this is not allowed:
void badSub(int y) {
int x;
while (y > 0) {
int x; // ERROR: x is already defined.
}
}
In many languages, this would be legal; the declaration of x in the while loop would hide
the original declaration. It is not legal in Java; however, once the block in which a variable is
declared ends, its name does become available for reuse in Java. For example:
void goodSub(int y) {
while (y > 10) {
int x;
// The scope of x ends here .
}
while (y > 0) {
CHAPTER 4. SUBROUTINES
158
int x; // OK: Previous declaration of x has expired.
}
}
You might wonder whether local variable names can hide subroutine names. This can't
happen, for a reason that might be surprising. There is no rule that variables and subroutines
have to have different names. The computer can always tell whether a name refers to a variable
or to a subroutine, because a subroutine name is always followed by a left parenthesis. It's
perfectly legal to have a variable called count and a subroutine called count in the same class.
(This is one reason why I often write subroutine names with parentheses, as when I talk about
the main() routine. It's a good idea to think of the parentheses as part of the name.) Even
more is true: It's legal to reuse class names to name variables and subroutines. The syntax
rules of Java guarantee that the computer can always tell when a name is being used as a class
name. A class name is a type, and so it can be used to declare variables and formal parameters
and to specify the return type of a function. This means that you could legally have a class
called Insanity in which you declare a function
static Insanity Insanity( Insanity Insanity ) { ... }
The first Insanity is the return type of the function. The second is the function name, the
third is the type of the formal parameter, and the fourth is a formal parameter name. However,
please remember that not everything that is possible is a good idea!
EXERCISES
159
Exercises for Chapter 4
1. To "capitalize" a string means to change the first letter of each word in the string to upper (solution)
case (if it is not already upper case). For example, a capitalized version of "Now is the time
to act!" is "Now Is The Time To Act!". Write a subroutine named printCapitalized
that will print a capitalized version of a string to standard output. The string to be printed
should be a parameter to the subroutine. Test your subroutine with a main() routine that
gets a line of input from the user and applies the subroutine to it.
Note that a letter is the first letter of a word if it is not immediately preceded in
the string by another letter. Recall that there is a standard boolean-valued function
Character. isLetter (char) that can be used to test whether its parameter is a letter.
There is another standard char-valued function, Character. toUpperCase (char), that
returns a capitalized version of the single character passed to it as a parameter. That is,
if the parameter is a letter, it returns the upper-case version. If the parameter is not a
letter, it just returns a copy of the parameter.
2. The hexadecimal digits are the ordinary, base-10 digits '0' through '9' plus the letters 'A' (solution)
through 'F'. In the hexadecimal system, these digits represent the values 0 through 15,
respectively. Write a function named hexValue that uses a switch statement to find the
hexadecimal value of a given character. The character is a parameter to the function, and
its hexadecimal value is the return value of the function. You should count lower case
letters 'a' through 'f' as having the same value as the corresponding upper case letters.
If the parameter is not one of the legal hexadecimal digits, return -1 as the value of the
function.
A hexadecimal integer is a sequence of hexadecimal digits, such as 34A7, FF8, 174204,
or FADE. If str is a string containing a hexadecimal integer, then the corresponding
base-l0 integer can be computed as follows:
value = 0;
for ( i = 0; i < str.length(); i++ )
value = value*16 + hexValue( str.charAt(i) );
Of course, this is not valid if str contains any characters that are not hexadecimal digits.
Write a program that reads a string from the user. If all the characters in the string are
hexadecimal digits, print out the corresponding base-10 value. If not, print out an error
message.
3. Write a function that simulates rolling a pair of dice until the total on the dice comes up (solution)
to be a given number. The number that you are rolling for is a parameter to the function.
The number of times you have to roll the dice is the return value of the function. The
parameter should be one of the possible totals: 2, 3, ..., 12. The function should throw
an ///ega/ArgumentException if this is not the case. Use your function in a program that
computes and prints the number of rolls it takes to get snake eyes. (Snake eyes means
that the total showing on the dice is 2.)
4. This exercise builds on Exercise 4.3. Every time you roll the dice repeatedly, trying to (solution
get a given total, the number of rolls it takes can be different. The question naturally
arises, what's the average number of rolls to get a given total? Write a function that
performs the experiment of rolling to get a given total 10000 times. The desired total is
EXERCISES
160
a parameter to the subroutine. The average number of rolls is the return value. Each
individual experiment should be done by calling the function you wrote for Exercise 4.3.
Now, write a main program that will call your function once for each of the possible totals
(2, 3, ..., 12). It should make a table of the results, something like:
Total On Dice Average Number of Rolls
2 35.8382
3 18.0607
5. The sample program RandomMosaicWalk.java from Section 4.6 shows a "disturbance" (solution)
that wanders around a grid of colored squares. When the disturbance visits a square, the
color of that square is changed. The applet at the bottom of Section 4.7 in the on-line
version of this book shows a variation on this idea. In this applet, all the squares start
out with the default color, black. Every time the disturbance visits a square, a small
amount is added to the red component of the color of that square. Write a subroutine
that will add 25 to the red component of one of the squares in the mosaic. The row and
column numbers of the square should be passed as parameters to the subroutine. Recall
that you can discover the current red component of the square in row r and column c
with the function call Mosaic.getRed(r, c). Use your subroutine as a substitute for the
changeToRandomColor () subroutine in the program RandomMosaicWalk2.java. (This is
the improved version of the program from Section 4.7 that uses named constants for the
number of rows, number of columns, and square size.) Set the number of rows and the
number of columns to 80. Set the square size to 5.
6. For this exercise, you will write another program based on the non-standard Mosaic class (solution)
that was presented in Section 4.6. While the program does not do anything particularly
interesting, it's interesting as a programming problem. An applet that does the same
thing as the program can be seen in the on-line version of this book. Here is a picture
showing what it looks like at several different times:
The program will show a rectangle that grows from the center of the applet to the edges,
getting brighter as it grows. The rectangle is made up of the little squares of the mosaic.
You should first write a subroutine that draws a rectangle on a Mosaic window. More
specifically, write a subroutine named rectangle such that the subroutine call statement
rectangle(top,left,height,width,r,g,b);
EXERCISES
161
will call Mosaic.setColor(row, col,r,g,b) for each little square that lies on the outline
of a rectangle. The topmost row of the rectangle is specified by top. The number of
rows in the rectangle is specified by height (so the bottommost row is top+height-1).
The leftmost column of the rectangle is specified by left. The number of columns in the
rectangle is specified by width (so the rightmost column is left+width-1.)
The animation loops through the same sequence of steps over and over. In each step,
a rectangle is drawn in gray (that is, with all three color components having the same
value). There is a pause of 200 milliseconds so the user can see the rectangle. Then the
very same rectangle is drawn in black, effectively erasing the gray rectangle. Finally, the
variables giving the top row, left column, size, and color level of the rectangle are adjusted
to get ready for the next step. In the applet, the color level starts at 50 and increases by
10 after each step. When the rectangle gets to the outer edge of the applet, the loop ends.
The animation then starts again at the beginning of the loop. You might want to make a
subroutine that does one loop through all the steps of the animation.
The main() routine simply opens a Mosaic window and then does the animation loop
over and over until the user closes the window. There is a 1000 millisecond delay between
one animation loop and the next. Use a Mosaic window that has 41 rows and 41 columns.
(I advise you not to used named constants for the numbers of rows and columns, since
the problem is complicated enough already.)
QUIz
162
Quiz on Chapter 4
(answers)
1. A "black box" has an interface and an implementation. Explain what is meant by the
terms interface and implementation.
2. A subroutine is said to have a contract. What is meant by the contract of a subroutine?
When you want to use a subroutine, why is it important to understand its contract? The
contract has both "syntactic" and "semantic" aspects. What is the syntactic aspect?
What is the semantic aspect?
3. Briefly explain how subroutines can be a useful tool in the top-down design of programs.
4. Discuss the concept of parameters. What are parameters for? What is the difference
between formal parameters and actual parameters?
5. Give two different reasons for using named constants (declared with the final modifier).
6. What is an API? Give an example.
7. Write a subroutine named "stars" that will output a line of stars to standard output. (A
star is the character "*".) The number of stars should be given as a parameter to the
subroutine. Use a for loop. For example, the command "stars(20)" would output
********************
8. Write a mainO routine that uses the subroutine that you wrote for Question 7 to output
10 lines of stars with 1 star in the first line, 2 stars in the second line, and so on, as shown
below.
*
**
****
*****
******
*******
********
*********
**********
9. Write a function named countChars that has a String and a char as parameters. The
function should count the number of times the character occurs in the string, and it should
return the result as the value of the function.
10. Write a subroutine with three parameters of type int. The subroutine should determine
which of its parameters is smallest. The value of the smallest parameter should be returned
as the value of the subroutine.
Chapter 5
Programming in the Large II:
Objects and Classes
WHEREAS A SUBROUTINE represents a single task, an object can encapsulate both data (in
the form of instance variables) and a number of different tasks or "behaviors" related to that
data (in the form of instance methods). Therefore objects provide another, more sophisticated
type of structure that can be used to help manage the complexity of large programs.
This chapter covers the creation and use of objects in Java. Section 5.5 covers the central
ideas of object-oriented programming: inheritance and polymorphism. However, in this text-
book, we will generally use these ideas in a limited form, by creating independent classes and
building on existing classes rather than by designing entire hierarchies of classes from scratch.
Section 5.6 and Section 5.7 cover some of the many details of object oriented programming in
Java. Although these details are used occasionally later in the book, you might want to skim
through them now and return to them later when they are actually needed.
5.1 Objects, Instance Methods, and Instance Variables
OBJECT-ORIENTED PROGRAMMING (OOP) represents an attempt to make programs more (online)
closely model the way people think about and deal with the world. In the older styles of
programming, a programmer who is faced with some problem must identify a computing task
that needs to be performed in order to solve the problem. Programming then consists of
finding a sequence of instructions that will accomplish that task. But at the heart of object-
oriented programming, instead of tasks we find objects entities that have behaviors, that hold
information, and that can interact with one another. Programming consists of designing a set
of objects that somehow model the problem at hand. Software objects in the program can
represent real or abstract entities in the problem domain. This is supposed to make the design
of the program more natural and hence easier to get right and easier to understand.
To some extent, OOP is just a change in point of view. We can think of an object in standard
programming terms as nothing more than a set of variables together with some subroutines for
manipulating those variables. In fact, it is possible to use object-oriented techniques in any
programming language. However, there is a big difference between a language that makes OOP
possible and one that actively supports it. An object-oriented programming language such as
Java includes a number of features that make it very different from a standard language. In
order to make effective use of those features, you have to "orient" your thinking correctly.
163
CHAPTER 5. OBJECTS AND CLASSES
164
5.1.1 Objects, Classes, and Instances
Objects are closely related to classes. We have already been working with classes for several
chapters, and we have seen that a class can contain variables and subroutines. If an object is
also a collection of variables and subroutines, how do they differ from classes? And why does it
require a different type of thinking to understand and use them effectively? In the one section
where we worked with objects rather than classes, Secti 38, it didn't seem to make much
difference: We just left the word "static" out of the subroutine definitions!
I have said that classes "describe" objects, or more exactly that the non-static portions of
classes describe objects. But it's probably not very clear what this means. The more usual
terminology is to say that objects belong to classes, but this might not be much clearer. (There
is a real shortage of English words to properly distinguish all the concepts involved. An object
certainly doesn't "belong" to a class in the same way that a member variable "belongs" to a
class.) From the point of view of programming, it is more exact to say that classes are used
to create objects. A class is a kind of factory for constructing objects. The non-static parts of
the class specify, or describe, what variables and subroutines the objects will contain. This is
part of the explanation of how objects differ from classes: Objects are created and destroyed as
the program runs, and there can be many objects with the same structure, if they are created
using the same class.
Consider a simple class whose job is to group together a few static member variables. For
example, the following class could be used to store information about the person who is using
the program:
class UserData {
static String name;
static int age;
}
In a program that uses this class, there is only one copy of each of the variables UserData. name
and UserData. age. There can only be one "user," since we only have memory space to store
data about one user. The class, UserData, and the variables it contains exist as long as the
program runs. Now, consider a similar class that includes non-static variables:
class PlayerData {
String name;
int age;
}
In this case, there is no such variable as PlayerData.name or PlayerData. age, since name and
age are not static members of PlayerData. So, there is nothing much in the class at all
except the potential to create objects. But, it's a lot of potential, since it can be used to create
any number of objects! Each object will have its own variables called name and age. There
can be many "players" because we can make new objects to represent new players on demand.
A program might use this class to store information about multiple players in a game. Each
player has a name and an age. When a player joins the game, a new PlayerData object can
be created to represent that player. If a player leaves the game, the PlayerData object that
represents that player can be destroyed. A system of objects in the program is being used to
dynamically model what is happening in the game. You can't do this with "static" variables!
In~ Seto 3., we worked with applets, which are objects. The reason they didn't seem to
be any different from classes is because we were only working with one applet in each class that
we looked at. But one class can be used to make many applets. Think of an applet that scrolls
CHAPTER 5. OBJECTS AND CLASSES
165
a message across a Web page. There could be several such applets on the same page, all created
from the same class. If the scrolling message in the applet is stored in a non-static variable,
then each applet will have its own variable, and each applet can show a different message. The
situation is even clearer if you think about windows, which, like applets, are objects. As a
program runs, many windows might be opened and closed, but all those windows can belong
to the same class. Here again, we have a dynamic situation where multiple objects are created
and destroyed as a program runs.
An object that belongs to a class is said to be an instance of that class. The variables that
the object contains are called instance variables. The subroutines that the object contains
are called instance methods. (Recall that in the context of object-oriented programming,
method is a synonym for "subroutine". From now on, since we are doing object-oriented
programming, I will prefer the term "method.") For example, if the PlayerData class, as
defined above, is used to create an object, then that object is an instance of the PlayerData
class, and name and age are instance variables in the object. It is important to remember that
the class of an object determines the types of the instance variables; however, the actual data
is contained inside the individual objects, not the class. Thus, each object has its own set of
data.
An applet that scrolls a message across a Web page might include a subroutine named
scroll0. Since the applet is an object, this subroutine is an instance method of the applet.
The source code for the method is in the class that is used to create the applet. Still, it's better
to think of the instance method as belonging to the object, not to the class. The non-static
subroutines in the class merely specify the instance methods that every object created from the
class will contain. The scroll0 methods in two different applets do the same thing in the
sense that they both scroll messages across the screen. But there is a real difference between
the two scroll() methods. The messages that they scroll can be different. You might say that
the method definition in the class specifies what type of behavior the objects will have, but
the specific behavior can vary from object to object, depending on the values of their instance
variables.
As you can see, the static and the non-static portions of a class are very different things and
serve very different purposes. Many classes contain only static members, or only non-static.
However, it is possible to mix static and non-static members in a single class, and we'll see
a few examples later in this chapter where it is reasonable to do so. You should distiguish
between the source code for the class, and the class itself. The source code determines both
the class and the objects that are created from that class. The "static" definitions in the source
code specify the things that are part of the class itself, whereas the non-static definitions in the
source code specify things that will become part of every instance object that is created from
the class. By the way, static member variables and static member subroutines in a class are
sometimes called class variables and class methods, since they belong to the class itself,
rather than to instances of that class.
5.1.2 Fundamentals of Objects
So far, I've been talking mostly in generalities, and I haven't given you much idea what you
have to put in a program if you want to work with objects. Let's look at a specific example to
see how it works. Consider this extremely simplified version of a Student class, which could be
used to store information about students taking a course:
CHAPTER 5. OBJECTS AND CLASSES
166
public class Student {
public String name; // Student's name.
public double testi, test2, test3; // Grades on three tests.
public double getAverage() { // compute average test grade
return (testi + test2 + test3) / 3;
}
} // end of class Student
None of the members of this class are declared to be static, so the class exists only for
creating objects. This class definition says that any object that is an instance of the Student
class will include instance variables named name, test 1, test2, and test3, and it will include an
instance method named getAverage 0. The names and tests in different objects will generally
have different values. When called for a particular student, the method getAverage 0) will
compute an average using that student's test grades. Different students can have different
averages. (Again, this is what it means to say that an instance method belongs to an individual
object, not to the class.)
In Java, a class is a type, similar to the built-in types such as int and boolean. So, a class
name can be used to specify the type of a variable in a declaration statement, the type of a
formal parameter, or the return type of a function. For example, a program could define a
variable named std of type Student with the statement
Student std;
However, declaring a variable does not create an object! This is an important point, which is
related to this Very Important Fact:
In Java, no variable can ever hold an object.
A variable can only hold a reference to an object.
You should think of objects as floating around independently in the computer's memory. In
fact, there is a special portion of memory called the heap where objects live. Instead of holding
an object itself, a variable holds the information necessary to find the object in memory. This
information is called a reference or pointer to the object. In effect, a reference to an object
is the address of the memory location where the object is stored. When you use a variable of
class type, the computer uses the reference in the variable to find the actual object.
In a program, objects are created using an operator called new, which creates an object
and returns a reference to that object. For example, assuming that std is a variable of type
Student, declared as above, the assignment statement
std = new Studento;
would create a new object which is an instance of the class Student, and it would store a
reference to that object in the variable std. The value of the variable is a reference to the
object, not the object itself. It is not quite true, then, to say that the object is the "value of
the variable std" (though sometimes it is hard to avoid using this terminology). It is certainly
not at all true to say that the object is "stored in the variable std." The proper terminology
is that "the variable std refers to the object," and I will try to stick to that terminology as
much as possible.
So, suppose that the variable std refers to an object belonging to the class Student. That
object has instance variables name, testi, test2, and test3. These instance variables can
CHAPTER 5. OBJECTS AND CLASSES
167
be referred to as std.name, std.test1, std.test2, and std.test3. This follows the usual
naming convention that when B is part of A, then the full name of B is A . B. For example, a
program might include the lines
System.out.println("Hello, " + std.name + ". Your test grades are:");
System. out.println(std.testl);
System. out.println(std.test2);
System. out.println(std.test3);
This would output the name and test grades from the object to which std refers. Simi-
larly, std can be used to call the getAverage () instance method in the object by saying
std. getAverage (). To print out the student's average, you could say:
System.out.println( "Your average is " + std.getAverage() );
More generally, you could use std. name any place where a variable of type String is legal.
You can use it in expressions. You can assign a value to it. You can even use it to call subroutines
from the String class. For example, std. name. length() is the number of characters in the
student's name.
It is possible for a variable like std, whose type is given by a class, to refer to no object at
all. We say in this case that std holds a null reference. The null reference is written in Java
as "null". You can store a null reference in the variable std by saying
std = null;
and you could test whether the value of std is null by testing
if (std == null) . . .
If the value of a variable is null, then it is, of course, illegal to refer to instance variables
or instance methods through that variable-since there is no object, and hence no instance
variables to refer to. For example, if the value of the variable std is null, then it would be
illegal to refer to std. test 1. If your program attempts to use a null reference illegally like this,
the result is an error called a null pointer exception.
Let's look at a sequence of statements that work with objects:
Student std, stdl, // Declare four variables of
std2, std3; // type Student.
std = new Studento; // Create a new object belonging
// to the class Student, and
// store a reference to that
// object in the variable std.
stdl = new Studento; // Create a second Student object
// and store a reference to
// it in the variable stdl.
std2 = stdl; // Copy the reference value in stdl
// into the variable std2.
std3 = null; // Store a null reference in the
// variable std3.
std.name = "John Smith"; // Set values of some instance variables.
stdl.name = "Mary Jones";
// (Other instance variables have default
// initial values of zero.)
CHAPTER 5. OBJECTS AND CLASSES
168
After the computer executes these statements, the situation in the computer's memory looks
like this:
std:
stdl:
std2:
std3: null
Object (class Student) Object (class Student)
name: name:
test1: test1: 0
test2: 0ptest2: 0
test3: 0ptest3: 0
(getAverage()) (getAverageO)
Object (class String) Object (class String)
"Mary Jones" "John Smith"
This picture shows variables as little boxes, labeled with the names of the variables. Objects
are shown as boxes with round corners. When a variable contains a reference to an object, the
value of that variable is shown as an arrow pointing to the object. The variable std3, with a
value of null, doesn't point anywhere. The arrows from stdl and std2 both point to the same
object. This illustrates a Very Important Point:
When one object variable is assigned
to another, only a reference is copied.
The object referred to is not copied.
When the assignment "std2 = stdl;" was executed, no new object was created. Instead, std2
was set to refer to the very same object that stdl refers to. This has some consequences that
might be surprising. For example, stdl. name and std2. name are two different names for the
same variable, namely the instance variable in the object that both stdl and std2 refer to.
After the string "Mary Jones" is assigned to the variable stdl.name, it is also true that the
value of std2 .name is "Mary Jones". There is a potential for a lot of confusion here, but you
can help protect yourself from it if you keep telling yourself, "The object is not in the variable.
The variable just holds a pointer to the object."
You can test objects for equality and inequality using the operators == and !=, but
here again, the semantics are different from what you are used to. When you make a test
"if (std1 == std2)", you are testing whether the values stored in std1 and std2 are the
same. But the values are references to objects, not objects. So, you are testing whether
std1 and std2 refer to the same object, that is, whether they point to the same location
CHAPTER 5. OBJECTS AND CLASSES
169
in memory. This is fine, if its what you want to do. But sometimes, what you want to
check is whether the instance variables in the objects have the same values. To do that, you
would need to ask whether "stdl.test1 == std2.test1 && stdl.test2 == std2.test2 &&
stdl.test3 == std2.test3 && stdl.name.equals(std2.name)".
I've remarked previously that Strings are objects, and I've shown the strings "Mary Jones"
and "John Smith" as objects in the above illustration. A variable of type String can only hold
a reference to a string, not the string itself. It could also hold the value null, meaning that
it does not refer to any string at all. This explains why using the == operator to test strings
for equality is not a good idea. Suppose that greeting is a variable of type String, and that
the string it refers to is "Hello". Then would the test greeting == "Hello" be true? Well,
maybe, maybe not. The variable greeting and the String literal "Hello" each refer to a
string that contains the characters H-e-l-l-o. But the strings could still be different objects,
that just happen to contain the same characters. The function greeting. equals ("Hello")
tests whether greeting and "Hello" contain the same characters, which is almost certainly
the question you want to ask. The expression greeting == "Hello" tests whether greeting
and "Hello" contain the same characters stored in the same memory location.
The fact that variables hold references to objects, not objects themselves, has a couple of
other consequences that you should be aware of. They follow logically, if you just keep in mind
the basic fact that the object is not stored in the variable. The object is somewhere else; the
variable points to it.
Suppose that a variable that refers to an object is declared to be final. This means that
the value stored in the variable can never be changed, once the variable has been initialized.
The value stored in the variable is a reference to the object. So the variable will continue to
refer to the same object as long as the variable exists. However, this does not prevent the data
in the object from changing. The variable is final, not the object. It's perfectly legal to say
final Student stu = new Student();
stu.name = "John Doe"; // Change data in the object;
// The value stored in stu is not changed!
// It still refers to the same object.
Next, suppose that obj is a variable that refers to an object. Let's consider what happens
when obj is passed as an actual parameter to a subroutine. The value of obj is assigned to
a formal parameter in the subroutine, and the subroutine is executed. The subroutine has no
power to change the value stored in the variable, obj. It only has a copy of that value. However,
that value is a reference to an object. Since the subroutine has a reference to the object, it can
change the data stored in the object. After the subroutine ends, obj still points to the same
object, but the data stored in the object might have changed. Suppose x is a variable of type
int and stu is a variable of type Student. Compare:
void dontChange(int z) { void change(Student s) {
z = 42; s.name = "Fred";
} }
The Lines: The Lines:
x = 17; stu.name = "Jane";
dontChange(x); change(stu);
System.out.println(x); System.out.println(stu.name);
CHAPTER 5. OBJECTS AND CLASSES
170
output the value 17. output the value "Fred".
The value of x is not The value of stu is not
changed by the subroutine, changed, but stu.name is.
which is equivalent to This is equivalent to
z = x; s = stu;
z = 42; s.name = "Fred";
5.1.3 Getters and Setters
When writing new classes, it's a good idea to pay attention to the issue of access control. Recall
that making a member of a class public makes it accessible from anywhere, including from
other classes. On the other hand, a private member can only be used in the class where it is
defined.
In the opinion of many programmers, almost all member variables should be declared
private. This gives you complete control over what can be done with the variable. Even
if the variable itself is private, you can allow other classes to find out what its value is by pro-
viding a public accessor method that returns the value of the variable. For example, if your
class contains a private member variable, title, of type String, you can provide a method
public String getTitle() {
return title;
}
that returns the value of title. By convention, the name of an accessor method for a variable
is obtained by capitalizing the name of variable and adding "get" in front of the name. So, for
the variable title, we get an accessor method named "get" + "Title", or getTitle 0. Because
of this naming convention, accessor methods are more often referred to as getter methods. A
getter method provides "read access" to a variable.
You might also want to allow "write access" to a private variable. That is, you might
want to make it possible for other classes to specify a new value for the variable. This is done
with a setter method. (If you don't like simple, Anglo-Saxon words, you can use the fancier
term mutator method.) The name of a setter method should consist of "set" followed by a
capitalized copy of the variable's name, and it should have a parameter with the same type as
the variable. A setter method for the variable title could be written
public void setTitle( String newTitle ) {
title = newTitle;
}
It is actually very common to provide both a getter and a setter method for a private
member variable. Since this allows other classes both to see and to change the value of the
variable, you might wonder why not just make the variable public? The reason is that getters
and setters are not restricted to simply reading and writing the variable's value. In fact, they
can take any action at all. For example, a getter method might keep track of the number of
times that the variable has been accessed:
public String getTitle() {
titleAccessCount++; // Increment member variable titleAccessCount.
return title;
}
and a setter method might check that the value that is being assigned to the variable is legal:
CHAPTER 5. OBJECTS AND CLASSES
171
public void setTitle( String newTitle ) {
if ( newTitle == null ) // Don't allow null strings as titles!
title = "(Untitled)"; // Use an appropriate default value instead.
else
title = newTitle;
}
Even if you can't think of any extra chores to do in a getter or setter method, you might change
your mind in the future when you redesign and improve your class. If you've used a getter and
setter from the beginning, you can make the modification to your class without affecting any of
the classes that use your class. The private member variable is not part of the public interface
of your class; only the public getter and setter methods are. If you haven't used get and set
from the beginning, you'll have to contact everyone who uses your class and tell them, "Sorry
guys, you'll have to track down every use that you've made of this variable and change your
code to use my new get and set methods instead."
A couple of final notes: Some advanced aspects of Java rely on the naming convention
for getter and setter methods, so it's a good idea to follow the convention rigorously. And
though I've been talking about using getter and setter methods for a variable, you can define
get and set methods even if there is no variable. A getter and/or setter method defines a
property of the class, that might or might not correspond to a variable. For example, if a class
includes a public void instance method with signature setValue (double), then the class has
a "property" named value of type double, and it has this property whether or not the class
has a member variable named value.
5.2 Constructors and Object Initialization
OBJECT TYPES IN JAVA are very different from the primitive types. Simply declaring a variable (online)
whose type is given as a class does not automatically create an object of that class. Objects
must be explicitly constructed. For the computer, the process of constructing an object means,
first, finding some unused memory in the heap that can be used to hold the object and, second,
filling in the object's instance variables. As a programmer, you don't care where in memory
the object is stored, but you will usually want to exercise some control over what initial values
are stored in a new object's instance variables. In many cases, you will also want to do more
complicated initialization or bookkeeping every time an object is created.
5.2.1 Initializing Instance Variables
An instance variable can be assigned an initial value in its declaration, just like any other
variable. For example, consider a class named PairOfDice. An object of this class will represent
a pair of dice. It will contain two instance variables to represent the numbers showing on the
dice and an instance method for rolling the dice:
public class Pair~fDice {
public int diel = 3; // Number showing on the first die.
public int die2 = 4; // Number showing on the second die.
public void roll() {
// Roll the dice by setting each of the dice to be
// a random number between 1 and 6.
diel = (int)(Math.random()*6) + 1;
CHAPTER 5. OBJECTS AND CLASSES
172
die2 = (int)(Math.random()*6) + 1;
}
} // end class PairOfDice
The instance variables diel and die2 are initialized to the values 3 and 4 respectively. These
initializations are executed whenever a PairOfDice object is constructed. It's important to
understand when and how this happens. There can be many PairOfDice objects. Each time one
is created, it gets its own instance variables, and the assignments "die 1 = 3" and "die2 = 4"
are executed to fill in the values of those variables. To make this clearer, consider a variation
of the PairOfDice class:
public class PairOfDice {
public int diel = (int)(Math.random()*6) + 1;
public int die2 = (int)(Math.random()*6) + 1;
public void roll() {
diel = (int)(Math.random()*6) + 1;
die2 = (int)(Math.random()*6) + 1;
}
} // end class PairOfDice
Here, the dice are initialized to random values, as if a new pair of dice were being thrown onto
the gaming table. Since the initialization is executed for each new object, a set of random initial
values will be computed for each new pair of dice. Different pairs of dice can have different
initial values. For initialization of static member variables, of course, the situation is quite
different. There is only one copy of a static variable, and initialization of that variable is
executed just once, when the class is first loaded.
If you don't provide any initial value for an instance variable, a default initial value is pro-
vided automatically. Instance variables of numerical type (int, double, etc.) are automatically
initialized to zero if you provide no other values; boolean variables are initialized to false; and
char variables, to the Unicode character with code number zero. An instance variable can also
be a variable of object type. For such variables, the default initial value is null. (In particular,
since Strings are objects, the default initial value for String variables is null.)
5.2.2 Constructors
Objects are created with the operator, new. For example, a program that wants to use a
PairOfDice object could say:
PairOfDice dice; // Declare a variable of type PairOfDice.
dice = new PairOfDice(); // Construct a new object and store a
// reference to it in the variable.
In this example, "new PairOf Dice ()" is an expression that allocates memory for the object,
initializes the object's instance variables, and then returns a reference to the object. This
reference is the value of the expression, and that value is stored by the assignment statement in
the variable, dice, so that after the assignment statement is executed, dice refers to the newly
created object. Part of this expression, "PairOfDice ()", looks like a subroutine call, and that
is no accident. It is, in fact, a call to a special type of subroutine called a constructor. This
might puzzle you, since there is no such subroutine in the class definition. However, every class
has at least one constructor. If the programmer doesn't write a constructor definition in a class,
CHAPTER 5. OBJECTS AND CLASSES
173
then the system will provide a default constructor for that class. This default constructor
does nothing beyond the basics: allocate memory and initialize instance variables. If you want
more than that to happen when an object is created, you can include one or more constructors
in the class definition.
The definition of a constructor looks much like the definition of any other subroutine, with
three exceptions. A constructor does not have any return type (not even void). The name of
the constructor must be the same as the name of the class in which it is defined. The only
modifiers that can be used on a constructor definition are the access modifiers public, private,
and protected. (In particular, a constructor can't be declared static.)
However, a constructor does have a subroutine body of the usual form, a block of statements.
There are no restrictions on what statements can be used. And it can have a list of formal
parameters. In fact, the ability to include parameters is one of the main reasons for using
constructors. The parameters can provide data to be used in the construction of the object.
For example, a constructor for the PairOfDice class could provide the values that are initially
showing on the dice. Here is what the class would look like in that case:
public class PairOfDice {
public int diel; // Number showing on the first die.
public int die2; // Number showing on the second die.
public PairOfDice(int vall, int val2) {
// Constructor. Creates a pair of dice that
// are initially showing the values vall and val2.
diel = vall; // Assign specified values
die2 = val2; // to the instance variables.
}
public void roll() {
// Roll the dice by setting each of the dice to be
// a random number between 1 and 6.
diel = (int)(Math.random()*6) + 1;
die2 = (int)(Math.random()*6) + 1;
}
} // end class PairOfDice
The constructor is declared as "public PairOfDice (int vali, int val2) . . .", with no
return type and with the same name as the name of the class. This is how the Java com-
piler recognizes a constructor. The constructor has two parameters, and values for these
parameters must be provided when the constructor is called. For example, the expression
"new PairOfDice (3,4)" would create a PairOfDice object in which the values of the instance
variables diel and die2 are initially 3 and 4. Of course, in a program, the value returned by
the constructor should be used in some way, as in
Pair~fDice dice; // Declare a variable of type Pair~fDice.
dice = new Pair~fDice(1,1); // Let dice refer to a new Pair~fDice
// object that initially shows 1, 1.
Now that we've added a constructor to the PairOfDice class, we can no longer create
an object by saying "new PairOfDice ()"! The system provides a default constructor for a
class only if the class definition does not already include a constructor, so there is only one
constructor in the class, and it requires two actual parameters. However, this is not a big
CHAPTER 5. OBJECTS AND CLASSES
174
problem, since we can add a second constructor to the class, one that has no parameters. In
fact, you can have as many different constructors as you want, as long as their signatures are
different, that is, as long as they have different numbers or types of formal parameters. In the
PairOfDice class, we might have a constructor with no parameters which produces a pair of
dice showing random numbers:
public class PairOfDice {
public int diel; // Number showing on the first die.
public int die2; // Number showing on the second die.
public PairOfDice() {
// Constructor. Rolls the dice, so that they initially
// show some random values.
roll(); // Call the roll() method to roll the dice.
}
public PairOfDice(int vall, int val2) {
// Constructor. Creates a pair of dice that
// are initially showing the values vall and val2.
diel = vall; // Assign specified values
die2 = val2; // to the instance variables.
}
public void roll() {
// Roll the dice by setting each of the dice to be
// a random number between 1 and 6.
diel = (int)(Math.random()*6) + 1;
die2 = (int)(Math.random()*6) + 1;
}
} // end class PairOfDice
Now we have the option of constructing a PairOfDice object either with "new PairOfDice ()"
or with "new PairOfDice (x,y)", where x and y are int-valued expressions.
This class, once it is written, can be used in any program that needs to work with one
or more pairs of dice. None of those programs will ever have to use the obscure incantation
"(int) (Math.random()*6)+1", because it's done inside the PairOfDice class. And the pro-
grammer, having once gotten the dice-rolling thing straight will never have to worry about it
again. Here, for example, is a main program that uses the PairOfDice class to count how many
times two pairs of dice are rolled before the two pairs come up showing the same value. This
illustrates once again that you can create several instances of the same class:
public class RollTwoPairs {
public static void main(String [ args) {
PairnfDice firstDice; // Refers to the first pair of dice.
firstDice = new Pair~fDice();
Pair~fDice secondDice; // Refers to the second pair of dice.
secondDice = new Pair~fDice();
int countRolls; // Counts how many times the two pairs of
// dice have been rolled.
int totall; // Total showing on first pair of dice.
int total2; // Total showing on second pair of dice.
CHAPTER 5.
OBJECTS AND CLASSES
175
countRolls = 0;
do { // Roll the two pairs of dice until totals are the same.
firstDice.roll(); // Roll the first pair of dice.
totall = firstDice.diel + firstDice.die2; // Get total.
System.out.println("First pair comes up " + totall);
secondDice.roll(); // Roll the second pair of dice.
total2 = secondDice.diel + secondDice.die2; // Get total.
System.out.println("Second pair comes up " + total2);
countRolls++; // Count this roll.
System.out.println(); // Blank line.
} while (totall!= total2);
System.out.println("It took " + countRolls
+ " rolls until the totals were the same.");
} // end main()
} // end class RollTwoPairs
Constructors are subroutines, but they are subroutines of a special type. They are certainly
not instance methods, since they don't belong to objects. Since they are responsible for creating
objects, they exist before any objects have been created. They are more like static member
subroutines, but they are not and cannot be declared to be static. In fact, according to the
Java language specification, they are technically not members of the class at all! In particular,
constructors are not referred to as "methods."
Unlike other subroutines, a constructor can only be called using the new operator, in an
expression that has the form
new (class-name) ( (parameter-list) )
where the (parameter-list) is possibly empty. I call this an expression because it computes and
returns a value, namely a reference to the object that is constructed. Most often, you will store
the returned reference in a variable, but it is also legal to use a constructor call in other ways,
for example as a parameter in a subroutine call or as part of a more complex expression. Of
course, if you don't save the reference in a variable, you won't have any way of referring to the
object that was just created.
A constructor call is more complicated than an ordinary subroutine or function call. It is
helpful to understand the exact steps that the computer goes through to execute a constructor
call:
1. First, the computer gets a block of unused memory in the heap, large enough to hold an
object of the specified type.
2. It initializes the instance variables of the object. If the declaration of an instance variable
specifies an initial value, then that value is computed and stored in the instance variable.
Otherwise, the default initial value is used.
3. The actual parameters in the constructor, if any, are evaluated, and the values are assigned
to the formal parameters of the constructor.
CHAPTER 5. OBJECTS AND CLASSES
176
4. The statements in the body of the constructor, if any, are executed.
5. A reference to the object is returned as the value of the constructor call.
The end result of this is that you have a reference to a newly constructed object. You can
use this reference to get at the instance variables in that object or to call its instance methods.
For another example, let's rewrite the Student class that was used in Section 1. I'll add a
constructor, and I'll also take the opportunity to make the instance variable, name, private.
public class Student {
private String name; // Student's name.
public double testi, test2, test3; // Grades on three tests.
Student (String theName) {
// Constructor for Student objects;
// provides a name for the Student.
name = theName;
}
public String getName() {
// Getter method for reading the value of the private
// instance variable, name.
return name;
}
public double getAverage() {
// Compute average test grade.
return (testi + test2 + test3) / 3;
}
} // end of class Student
An object of type Student contains information about some particular student. The con-
structor in this class has a parameter of type String, which specifies the name of that student.
Objects of type Student can be created with statements such as:
std = new Student ("John Smith") ;
stdl = new Student("Mary Jones");
In the original version of this class, the value of name had to be assigned by a program after
it created the object of type Student. There was no guarantee that the programmer would
always remember to set the name properly. In the new version of the class, there is no way to
create a Student object except by calling the constructor, and that constructor automatically
sets the name. The programmer's life is made easier, and whole hordes of frustrating bugs are
squashed before they even have a chance to be born.
Another type of guarantee is provided by the private modifier. Since the instance variable,
name, is private, there is no way for any part of the program outside the Student class to
get at the name directly. The program sets the value of name, indirectly, when it calls the
constructor. I've provided a function, getName 0, that can be used from outside the class to
find out the name of the student. But I haven't provided any setter method or other way to
change the name. Once a student object is created, it keeps the same name as long as it exists.
CHAPTER 5. OBJECTS AND CLASSES
177
5.2.3 Garbage Collection
So far, this section has been about creating objects. What about destroying them? In Java,
the destruction of objects takes place automatically.
An object exists in the heap, and it can be accessed only through variables that hold
references to the object. What should be done with an object if there are no variables that
refer to it? Such things can happen. Consider the following two statements (though in reality,
you'd never do anything like this):
Student std = new Student("John Smith");
std = null;
In the first line, a reference to a newly created Student object is stored in the variable std.
But in the next line, the value of std is changed, and the reference to the Student object is
gone. In fact, there are now no references whatsoever to that object stored in any variable. So
there is no way for the program ever to use the object again. It might as well not exist. In fact,
the memory occupied by the object should be reclaimed to be used for another purpose.
Java uses a procedure called garbage collection to reclaim memory occupied by objects
that are no longer accessible to a program. It is the responsibility of the system, not the
programmer, to keep track of which objects are "garbage." In the above example, it was very
easy to see that the Student object had become garbage. Usually, it's much harder. If an
object has been used for a while, there might be several references to the object stored in several
variables. The object doesn't become garbage until all those references have been dropped.
In many other programming languages, it's the programmer's responsibility to delete the
garbage. Unfortunately, keeping track of memory usage is very error-prone, and many serious
program bugs are caused by such errors. A programmer might accidently delete an object even
though there are still references to that object. This is called a dangling pointer error, and
it leads to problems when the program tries to access an object that is no longer there. Another
type of error is a memory leak, where a programmer neglects to delete objects that are no
longer in use. This can lead to filling memory with objects that are completely inaccessible,
and the program might run out of memory even though, in fact, large amounts of memory are
being wasted.
Because Java uses garbage collection, such errors are simply impossible. Garbage collection
is an old idea and has been used in some programming languages since the 1960s. You might
wonder why all languages don't use garbage collection. In the past, it was considered too slow
and wasteful. However, research into garbage collection techniques combined with the incredible
speed of modern computers have combined to make garbage collection feasible. Programmers
should rejoice.
5.3 Programming with Objects
THERE ARE SEVERAL WAYS in which object-oriented concepts can be applied to the process (oninre)
of designing and writing programs. The broadest of these is object-oriented analysis and
design which applies an object-oriented methodology to the earliest stages of program devel-
opment, during which the overall design of a program is created. Here, the idea is to identify
things in the problem domain that can be modeled as objects. On another level, object-oriented
programming encourages programmers to produce generalized software components that
can be used in a wide variety of programming projects.
CHAPTER 5. OBJECTS AND CLASSES
178
Of course, for the most part, you will experience "generalized software components" by
using the standard classes that come along with Java. We begin this section by looking at some
built-in classes that are used for creating objects. At the end of the section, we will get back
to generalities.
5.3.1 Some Built-in Classes
Although the focus of object-oriented programming is generally on the design and implementa-
tion of new classes, it's important not to forget that the designers of Java have already provided
a large number of reusable classes. Some of these classes are meant to be extended to produce
new classes, while others can be used directly to create useful objects. A true mastery of Java
requires familiarity with a large number of built-in classes-something that takes a lot of time
and experience to develop. In the next chapter, we will begin the study of Java's GUI classes,
and you will encounter other built-in classes throughout the remainder of this book. But let's
take a moment to look at a few built-in classes that you might find useful.
A string can be built up from smaller pieces using the + operator, but this is not very efficient.
If str is a String and ch is a character, then executing the command "str = str + ch;"
involves creating a whole new string that is a copy of str, with the value of ch appended
onto the end. Copying the string takes some time. Building up a long string letter by letter
would require a surprising amount of processing. The class StringBuffer makes it possible to be
efficient about building up a long string from a number of smaller pieces. To do this, you must
make an object belonging to the StringBuffer class. For example:
StringBuffer buffer = new StringBufferO;
(This statement both declares the variable buffer and initializes it to refer to a newly created
StringBuffer object. Combining declaration with initialization was covered in Subsetion 4i.1
and works for objects just as it does for primitive types.)
Like a String, a StringBuffer contains a sequence of characters. However, it is possible to
add new characters onto the end of a StringBuffer without making a copy of the data that
it already contains. If x is a value of any type and buffer is the variable defined above, then
the command buffer . append (x) will add x, converted into a string representation, onto the
end of the data that was already in the buffer. This command actually modifies the buffer,
rather than making a copy, and that can be done efficiently. A long string can be built up
in a StringBuffer using a sequence of append() commands. When the string is complete, the
function buffer . toString0) will return a copy of the string in the buffer as an ordinary value
of type String. The StringBuffer class is in the standard package j ava. lang, so you can use its
simple name without importing it.
A number of useful classes are collected in the package java. util. For example, this package
contains classes for working with collections of objects. We will study these collection classes in
Cat 1Another class in this package, java. util . Date, is used to represent times. When
a Date object is constructed without parameters, the result represents the current date and
time, so an easy way to display this information is:
System.out.println( new Date() );
Of course, to use the Date class in this way, you must make it available by importing it with one
of the statements "import java.util .Date;" or "import java.util. *;" at the beginning of
your program. (See Suscto 453for a discussion of packages and import.)
I will also mention the class java. util .Random. An object belonging to this class is a
source of random numbers (or, more precisely pseudorandom numbers). The standard function
CHAPTER 5. OBJECTS AND CLASSES
179
Math. random() uses one of these objects behind the scenes to generate its random numbers.
An object of type Random can generate random integers, as well as random real numbers. If
randGen is created with the command:
Random randGen = new Random();
and if N is a positive integer, then randGen. nextInt (N) generates a random integer in the range
from 0 to N-1. For example, this makes it a little easier to roll a pair of dice. Instead of say-
ing "diel = (int) (6*Math.random())+1;", one can say "diel = randGen.nextInt (6)+1;".
(Since you also have to import the class java. util . Random and create the Random object, you
might not agree that it is actually easier.) An object of type Random can also be used to generate
so-called Gaussian distributed random real numbers.
The main point here, again, is that many problems have already been solved, and the
solutions are available in Java's standard classes. If you are faced with a task that looks like
it should be fairly common, it might be worth looking through a Java reference to see whether
someone has already written a class that you can use.
5.3.2 Wrapper Classes and Autoboxing
We have already encountered the classes Double and Integer in Subsection 2.5.". These classes
contain the static methods Double.parseDouble and Integer.parseInteger that are used
to convert strings to numerical values. We have also encountered the Character class in some
examples, and static methods such as Character. isLetter, which can be used to test whether
a given value of type char is a letter. There is a similar class for each of the other primitive types,
Long, Short, Byte, Float, and Boolean. These classes are called wrapper classes. Although
they contain useful static members, they have another use as well: They are used for creating
objects that represent primitive type values.
Remember that the primitive types are not classes, and values of primitive type are not
objects. However, sometimes it's useful to treat a primitive value as if it were an object. You
can't do that literally, but you can "wrap" the primitive type value in an object belonging to
one of the wrapper classes.
For example, an object of type Double contains a single instance variable, of type double.
The object is a wrapper for the double value. For example, you can create an object that wraps
the double value 6.0221415e23 with
Double d = new Double(6.0221415e23);
The value of d contains the same information as the value of type double, but it is an object. If
you want to retrieve the double value that is wrapped in the object, you can call the function
d. doubleValue 0. Similarly, you can wrap an int in an object of type Integer, a boolean value
in an object of type Boolean, and so on. (As an example of where this would be useful, the
collection classes that will be studied in Chapte can only hold objects. If you want to add
a primitive type value to a collection, it has to be put into a wrapper object first.)
In Java 5.0, wrapper classes have become easier to use. Java 5.0 introduced automatic
conversion between a primitive type and the corresponding wrapper class. For example, if
you use a value of type int in a context that requires an object of type Integer, the int will
automatically be wrapped in an Integer object. For example, you can say
Integer answer = 42;
and the computer will silently read this as if it were
CHAPTER 5. OBJECTS AND CLASSES
180
Integer answer = new Integer(42);
This is called autoboxing. It works in the other direction, too. For example, if d refers to an
object of type Double, you can use d in a numerical expression such as 2*d. The double value
inside d is automatically unboxed and multiplied by 2. Autoboxing and unboxing also apply
to subroutine calls. For example, you can pass an actual parameter of type int to a subroutine
that has a formal parameter of type Integer. In fact, autoboxing and unboxing make it possible
in many circumstances to ignore the difference between primitive types and objects.
The wrapper classes contain a few other things that deserve to be mentioned. Integer, for
example, contains constants Integer . MINVALUE and Integer . MAXVALUE, which are equal to
the largest and smallest possible values of type int, that is, to -2147483648 and 2147483647
respectively. It's certainly easier to remember the names than the numerical values. There are
similar named constants in Long, Short, and Byte. Double and Float also have constants named
MINVALUE and MAXVALUE. MAXVALUE still gives the largest number that can be represented
in the given type, but MINVALUE represents the smallest possible positive value. For type
double, Double . MINVALUE is 4.9 times 10-324. Since double values have only a finite accuracy,
they can't get arbitrarily close to zero. This is the closest they can get without actually being
equal to zero.
The class Double deserves special mention, since doubles are so much more complicated than
integers. The encoding of real numbers into values of type double has room for a few special val-
ues that are not real numbers at all in the mathematical sense. These values are given by named
constants in class Double: Double .POSITIVEINFINITY, Double. NEGATIVEINFINITY, and
Double . NaN. The infinite values can occur as the values of certain mathematical expressions. For
example, dividing a positive number by zero will give the result Double. POSITIVEINFINITY.
(It's even more complicated than this, actually, because the double type includes a value
called "negative zero", written -0.0. Dividing a positive number by negative zero gives
Double.NEGATIVEINFINITY.) You also get Double.POSITIVEINFINITY whenever the mathe-
matical value of an expression is greater than Double . MAXVALUE. For example, 1e200* 1e200
is considered to be infinite. The value Double . NaN is even more interesting. "NaN" stands for
Not a Number, and it represents an undefined value such as the square root of a negative
number or the result of dividing zero by zero. Because of the existence of Double . NaN, no math-
ematical operation on real numbers will ever throw an exception; it simply gives Double . NaN
as the result.
You can test whether a value, x, of type double is infinite or undefined by calling the
boolean-valued static functions Double. isInf inite (x) and Double. isNaN (x). (It's especially
important to use Double. isNaN() to test for undefined values, because Double. NaN has re-
ally weird behavior when used with relational operators such as ==. In fact, the values of
x == Double. NaN and x != Double. NaN are both false, no matter what the value of x, so
you really can't use these expressions to test whether x is Double . NaN.)
5.3.3 The class "Object"
We have already seen that one of the major features of object-oriented programming is the
ability to create subclasses of a class. The subclass inherits all the properties or behaviors of
the class, but can modify and add to what it inherits. In Sectio 5., you'll learn how to create
subclasses. What you don't know yet is that every class in Java (with just one exception) is
a subclass of some other class. If you create a class and don't explicitly make it a subclass of
CHAPTER 5. OBJECTS AND CLASSES
181
some other class, then it automatically becomes a subclass of the special class named Object.
(Object is the one class that is not a subclass of any other class.)
Class Object defines several instance methods that are inherited by every other class. These
methods can be used with any object whatsoever. I will mention just one of them here. You
will encounter more of them later in the book.
The instance method toString() in class Object returns a value of type String that is
supposed to be a string representation of the object. You've already used this method implicitly,
any time you've printed out an object or concatenated an object onto a string. When you use
an object in a context that requires a string, the object is automatically converted to type
String by calling its toString() method.
The version of toString that is defined in Object just returns the name of the class that
the object belongs to, concatenated with a code number called the hash code of the object;
this is not very useful. When you create a class, you can write a new toString() method for
it, which will replace the inherited version. For example, we might add the following method
to any of the PairOfDice classes from the previous section:
public String toString() {
// Return a String representation of a pair of dice, where diel
// and die2 are instance variables containing the numbers that are
// showing on the two dice.
if (diel == die2)
return "double " + diel;
else
return diel + " and " + die2;
}
If dice refers to a PairOfDice object, then dice.toString() will return strings such as
"3 and 6", "5 and 1", and "double 2", depending on the numbers showing on the dice. This
method would be used automatically to convert dice to type String in a statement such as
System.out.println( "The dice came up " + dice );
so this statement might output, "The dice came up 5 and 1" or "The dice came up double 2".
You'll see another example of a toString() method in the next section.
5.3.4 Object-oriented Analysis and Design
Every programmer builds up a stock of techniques and expertise expressed as snippets of code
that can be reused in new programs using the tried-and-true method of cut-and-paste: The old
code is physically copied into the new program and then edited to customize it as necessary.
The problem is that the editing is error-prone and time-consuming, and the whole enterprise is
dependent on the programmer's ability to pull out that particular piece of code from last year's
project that looks like it might be made to fit. (On the level of a corporation that wants to
save money by not reinventing the wheel for each new project, just keeping track of all the old
wheels becomes a major task.)
Well-designed classes are software components that can be reused without editing. A well-
designed class is not carefully crafted to do a particular job in a particular program. Instead,
it is crafted to model some particular type of object or a single coherent concept. Since objects
and concepts can recur in many problems, a well-designed class is likely to be reusable without
modification in a variety of projects.
CHAPTER 5. OBJECTS AND CLASSES
182
Furthermore, in an object-oriented programming language, it is possible to make subclasses
of an existing class. This makes classes even more reusable. If a class needs to be customized,
a subclass can be created, and additions or modifications can be made in the subclass without
making any changes to the original class. This can be done even if the programmer doesn't
have access to the source code of the class and doesn't know any details of its internal, hidden
implementation.
The PairOfDice class in the previous section is already an example of a generalized software
component, although one that could certainly be improved. The class represents a single,
coherent concept, "a pair of dice." The instance variables hold the data relevant to the state
of the dice, that is, the number showing on each of the dice. The instance method represents
the behavior of a pair of dice, that is, the ability to be rolled. This class would be reusable in
many different programming projects.
On the other hand, the Student class from the previous section is not very reusable. It
seems to be crafted to represent students in a particular course where the grade will be based
on three tests. If there are more tests or quizzes or papers, it's useless. If there are two people
in the class who have the same name, we are in trouble (one reason why numerical student ID's
are often used). Admittedly, it's much more difficult to develop a general-purpose student class
than a general-purpose pair-of-dice class. But this particular Student class is good mostly as
an example in a programming textbook.
A large programming project goes through a number of stages, starting with specification
of the problem to be solved, followed by analysis of the problem and design of a program
to solve it. Then comes coding, in which the program's design is expressed in some actual
programming language. This is followed by testing and debugging of the program. After that
comes a long period of maintenance, which means fixing any new problems that are found
in the program and modifying it to adapt it to changing requirements. Together, these stages
form what is called the software life cycle. (In the real world, the ideal of consecutive stages
is seldom if ever achieved. During the analysis stage, it might turn out that the specifications
are incomplete or inconsistent. A problem found during testing requires at least a brief return
to the coding stage. If the problem is serious enough, it might even require a new design.
Maintenance usually involves redoing some of the work from previous stages....)
Large, complex programming projects are only likely to succeed if a careful, systematic
approach is adopted during all stages of the software life cycle. The systematic approach to
programming, using accepted principles of good design, is called software engineering. The
software engineer tries to efficiently construct programs that verifiably meet their specifications
and that are easy to modify if necessary. There is a wide range of "methodologies" that can
be applied to help in the systematic design of programs. (Most of these methodologies seem to
involve drawing little boxes to represent program components, with labeled arrows to represent
relationships among the boxes.)
We have been discussing object orientation in programming languages, which is relevant to
the coding stage of program development. But there are also object-oriented methodologies for
analysis and design. The question in this stage of the software life cycle is, How can one discover
or invent the overall structure of a program? As an example of a rather simple object-oriented
approach to analysis and design, consider this advice: Write down a description of the problem.
Underline all the nouns in that description. The nouns should be considered as candidates for
becoming classes or objects in the program design. Similarly, underline all the verbs. These
CHAPTER 5. OBJECTS AND CLASSES
183
are candidates for methods. This is your starting point. Further analysis might uncover the
need for more classes and methods, and it might reveal that subclassing can be used to take
advantage of similarities among classes.
This is perhaps a bit simple-minded, but the idea is clear and the general approach can be
effective: Analyze the problem to discover the concepts that are involved, and create classes to
represent those concepts. The design should arise from the problem itself, and you should end
up with a program whose structure reflects the structure of the problem in a natural way.
5.4 Programming Example: Card, Hand, Deck
In this section, we look at some specific examples of object-oriented design in a domain that
is simple enough that we have a chance of coming up with something reasonably reusable.
Consider card games that are played with a standard deck of playing cards (a so-called "poker"
deck, since it is used in the game of poker).
5.4.1 Designing the classes
In a typical card game, each player gets a hand of cards. The deck is shuffled and cards are
dealt one at a time from the deck and added to the players' hands. In some games, cards can
be removed from a hand, and new cards can be added. The game is won or lost depending
on the value (ace, 2, ..., king) and suit (spades, diamonds, clubs, hearts) of the cards that a
player receives. If we look for nouns in this description, there are several candidates for objects:
game, player, hand, card, deck, value, and suit. Of these, the value and the suit of a card are
simple values, and they will just be represented as instance variables in a Card object. In a
complete program, the other five nouns might be represented by classes. But let's work on the
ones that are most obviously reusable: card, hand, and deck.
If we look for verbs in the description of a card game, we see that we can shuffle a deck and
deal a card from a deck. This gives use us two candidates for instance methods in a Deck class:
shuffle0) and dealCard(). Cards can be added to and removed from hands. This gives two
candidates for instance methods in a Hand class: addCard() and removeCard(). Cards are
relatively passive things, but we need to be able to determine their suits and values. We will
discover more instance methods as we go along.
First, we'll design the deck class in detail. When a deck of cards is first created, it contains
52 cards in some standard order. The Deck class will need a constructor to create a new deck.
The constructor needs no parameters because any new deck is the same as any other. There will
be an instance method called shuffle 0) that will rearrange the 52 cards into a random order.
The dealCard() instance method will get the next card from the deck. This will be a function
with a return type of Card, since the caller needs to know what card is being dealt. It has no
parameters-when you deal the next card from the deck, you don't provide any information to
the deck; you just get the next card, whatever it is. What will happen if there are no more
cards in the deck when its dealCard() method is called? It should probably be considered an
error to try to deal a card from an empty deck, so the deck can throw an exception in that case.
But this raises another question: How will the rest of the program know whether the deck is
empty? Of course, the program could keep track of how many cards it has used. But the deck
itself should know how many cards it has left, so the program should just be able to ask the
deck object. We can make this possible by specifying another instance method, cardsLeft (),
that returns the number of cards remaining in the deck. This leads to a full specification of all
CHAPTER 5. OBJECTS AND CLASSES
184
the subroutines in the Deck class:
Constructor and instance methods in class Deck:
public Deck()
// Constructor. Create an unshuffled deck of cards.
public void shuffle()
// Put all the used cards back into the deck,
// and shuffle it into a random order.
public int cardsLeft()
// As cards are dealt from the deck, the number of
// cards left decreases. This function returns the
// number of cards that are still left in the deck.
public Card dealCard()
// Deals one card from the deck and returns it.
// Throws an exception if no more cards are left.
This is everything you need to know in order to use the Deck class. Of course, it doesn't tell
us how to write the class. This has been an exercise in design, not in programming. In fact,
writing the class involves a programming technique, arrays, which will not be covered until
Chapter 7. Nevertheless, you can look at the source code, Deck.java, if you want. Even though
you won't understand the implementation, the Javadoc comments give you all the information
that you need to understand the interface. With this information, you can use the class in your
programs without understanding the implementation.
We can do a similar analysis for the Hand class. When a hand object is first created, it
has no cards in it. An addCard() instance method will add a card to the hand. This method
needs a parameter of type Card to specify which card is being added. For the removeCard()
method, a parameter is needed to specify which card to remove. But should we specify the
card itself ("Remove the ace of spades"), or should we specify the card by its position in the
hand ("Remove the third card in the hand")? Actually, we don't have to decide, since we can
allow for both options. We'll have two removeCard() instance methods, one with a parameter
of type Card specifying the card to be removed and one with a parameter of type int specifying
the position of the card in the hand. (Remember that you can have two methods in a class with
the same name, provided they have different types of parameters.) Since a hand can contain
a variable number of cards, it's convenient to be able to ask a hand object how many cards it
contains. So, we need an instance method getCardCount () that returns the number of cards
in the hand. When I play cards, I like to arrange the cards in my hand so that cards of the
same value are next to each other. Since this is a generally useful thing to be able to do, we
can provide instance methods for sorting the cards in the hand. Here is a full specification for
a reusable Hand class:
Constructor and instance methods in class Hand:
public Hand() {
// Create a Hand object that is initially empty.
public void clear() {
// Discard all cards from the hand, making the hand empty.
public void addCard(Card c) {
// Add the card c to the hand. c should be non-null.
// If c is null, a NullPointerException is thrown.
CHAPTER 5. OBJECTS AND CLASSES
185
public void removeCard(Card c) {
// If the specified card is in the hand, it is removed.
public void removeCard(int position) {
// Remove the card in the specified position from the
// hand. Cards are numbered counting from zero. If
// the specified position does not exist, then an
// exception is thrown.
public int getCardCount() {
// Return the number of cards in the hand.
public Card getCard(int position) {
// Get the card from the hand in given position, where
// positions are numbered starting from 0. If the
// specified position is not the position number of
// a card in the hand, an exception is thrown.
public void sortBySuit() {
// Sorts the cards in the hand so that cards of the same
// suit are grouped together, and within a suit the cards
// are sorted by value. Note that aces are considered
// to have the lowest value, 1.
public void sortByValue() {
// Sorts the cards in the hand so that cards are sorted into
// order of increasing value. Cards with the same value
// are sorted by suit. Note that aces are considered
// to have the lowest value.
Again, you don't yet know enough to implement this class. But given the source code,
Hand.java, you can use the class in your own programming projects.
5.4.2 The Card Class
We have covered enough material to write a Card class. The class will have a constructor
that specifies the value and suit of the card that is being created. There are four suits, which
can be represented by the integers 0, 1, 2, and 3. It would be tough to remember which
number represents which suit, so I've defined named constants in the Card class to represent
the four possibilities. For example, Card. SPADES is a constant that represents the suit, spades.
(These constants are declared to be public final static ints. It might be better to use
an enumerated type, but for now we will stick to integer-valued constants. I'll return to the
question of using enumerated types in this example at the end of the chapter.) The possible
values of a card are the numbers 1, 2, ..., 13, with 1 standing for an ace, 11 for a jack, 12 for
a queen, and 13 for a king. Again, I've defined some named constants to represent the values
of aces and face cards. (When you read the Card class, you'll see that I've also added support
for Jokers.)
A Card object can be constructed knowing the value and the suit of the card. For example,
we can call the constructor with statements such as:
cardi = new Card( Card.ACE, Card.SPADES ); // Construct ace of spades.
card2 = new Card( 10, Card.DIAMONDS ); // Construct 10 of diamonds.
card3 = new Card( v, s ); // This is OK, as long as v and s
// are integer expressions.
CHAPTER 5. OBJECTS AND CLASSES
186
A Card object needs instance variables to represent its value and suit. I've made these
private so that they cannot be changed from outside the class, and I've provided getter methods
getSuit 0) and getValue 0) so that it will be possible to discover the suit and value from outside
the class. The instance variables are initialized in the constructor, and are never changed after
that. In fact, I've declared the instance variables suit and value to be final, since they are
never changed after they are initialized. (An instance variable can be declared final provided
it is either given an initial value in its declaration or is initialized in every constructor in the
class.)
Finally, I've added a few convenience methods to the class to make it easier to print out
cards in a human-readable form. For example, I want to be able to print out the suit of a
card as the word "Diamonds", rather than as the meaningless code number 2, which is used
in the class to represent diamonds. Since this is something that I'll probably have to do in
many programs, it makes sense to include support for it in the class. So, I've provided instance
methods getSuitAsString() and getValueAsString() to return string representations of the
suit and value of a card. Finally, I've defined the instance method toString() to return a
string with both the value and suit, such as "Queen of Hearts". Recall that this method will be
used whenever a Card needs to be converted into a String, such as when the card is concatenated
onto a string with the + operator. Thus, the statement
System.out.println( "Your card is the " + card );
is equivalent to
System.out.println( "Your card is the " + card.toString() );
If the card is the queen of hearts, either of these will print out "Your card is the Queen of
Hearts".
Here is the complete Card class. It is general enough to be highly reusable, so the work that
went into designing, writing, and testing it pays off handsomely in the long run.
/**
* An object of type Card represents a playing card from a
* standard Poker deck, including Jokers. The card has a suit, which
* can be spades, hearts, diamonds, clubs, or joker. A spade, heart,
* diamond, or club has one of the 13 values: ace, 2, 3, 4, 5, 6, 7,
* 8, 9, 10, jack, queen, or king. Note that "ace" is considered to be
* the smallest value. A joker can also have an associated value;
* this value can be anything and can be used to keep track of several
* different jokers.
public class Card {
public final static int SPADES = 0; // Codes for the 4 suits, plus Joker.
public final static int HEARTS = 1;
public final static int DIAMONDS = 2;
public final static int CLUBS = 3;
public final static int JOKER = 4;
public final static int ACE = 1; // Codes for the non-numeric cards.
public final static int JACK = 11; // Cards 2 through 10 have their
public final static int QUEEN = 12; // numerical values for their codes.
public final static int KING = 13;
CHAPTER 5. OBJECTS AND CLASSES
187
* This card's suit, one of the constants SPADES, HEARTS, DIAMONDS,
* CLUBS, or JOKER. The suit cannot be changed after the card is
* constructed.
private final int suit;
/**
* The card's value. For a normal cards, this is one of the values
* 1 through 13, with 1 representing ACE. For a JOKER, the value
* can be anything. The value cannot be changed after the card
* is constructed.
private final int value;
/**
* Creates a Joker, with 1 as the associated value. (Note that
* "new Card()" is equivalent to "new Card(1,Card.JOKER)".)
public Card() {
suit = JOKER;
value = 1;
}
/**
* Creates a card with a specified suit and value.
* @param theValue the value of the new card. For a regular card (non-joker),
* the value must be in the range 1 through 13, with 1 representing an Ace.
* You can use the constants Card.ACE, Card.JACK, Card.QUEEN, and Card.KING.
* For a Joker, the value can be anything.
* @param theSuit the suit of the new card. This must be one of the values
* Card.SPADES, Card.HEARTS, Card.DIAMONDS, Card.CLUBS, or Card.JOKER.
* @throws IllegalArgumentException if the parameter values are not in the
* permissible ranges
public Card(int theValue, int theSuit) {
if (theSuit != SPADES && theSuit != HEARTS && theSuit != DIAMONDS &&
theSuit != CLUBS && theSuit != JOKER)
throw new IllegalArgumentException("Illegal playing card suit");
if (theSuit != JOKER && (theValue < 1 II theValue > 13))
throw new IllegalArgumentException("Illegal playing card value");
value = theValue;
suit = theSuit;
}
/**
* Returns the suit of this card.
* oreturns the suit, which is one of the constants Card.SPADES,
* Card.HEARTS, Card.DIAMONDS, Card.CLUBS, or Card.JOKER
public int getSuit() {
return suit;
}
* Returns the value of this card.
* @return the value, which is one the numbers 1 through 13, inclusive for
CHAPTER 5. OBJECTS AND CLASSES
* a regular card, and which can be any value for a Joker.
public int getValue() {
return value;
}
/**
* Returns a String representation of the card's suit.
* @return one of the strings "Spades", "Hearts", "Diamonds", "Clubs"
* or "Joker".
188
public String getSuitAsString() {
switch ( suit ) {
case SPADES: return "Spades";
case HEARTS: return "Hearts";
case DIAMONDS: return "Diamonds";
case CLUBS: return "Clubs";
default: return "Joker";
}
}
/**
* Returns a String representation
* @return for a regular card, one
* "3", . . . , "10", "Jack", "Queen",
* string is always a numerical.
public String getValueAsString() {
if (suit == JOKER)
return "" + value;
else {
switch ( value ) {
case 1: return "Ace";
case 2: return "2";
case 3: return "3";
case 4: return "4";
case 5: return "5";
case 6: return "6";
case 7: return "7";
case 8: return "8";
case 9: return "9";
case 10: return "10";
case 11: return "Jack";
case 12: return "Queen";
default: return "King";
}
}
}
of the card's value.
of the strings "Ace", "2",
or "King". For a Joker, the
/**
* Returns a string representation of this card, including both
* its suit and its value (except that for a Joker with value 1,
* the return value is just "Joker"). Sample return values
* are: "Queen of Hearts", "10 of Diamonds", "Ace of Spades",
* "Joker", "Joker #2"
CHAPTER 5. OBJECTS AND CLASSES
189
public String toString() {
if (suit == JOKER) {
if (value == 1)
return "Joker";
else
return "Joker #" + value;
}
else
return getValueAsString() + " of " + getSuitAsString();
}
} // end class Card
5.4.3 Example: A Simple Card Game
I will finish this section by presenting a complete program that uses the Card and Deck classes.
The program lets the user play a very simple card game called HighLow. A deck of cards is
shuffled, and one card is dealt from the deck and shown to the user. The user predicts whether
the next card from the deck will be higher or lower than the current card. If the user predicts
correctly, then the next card from the deck becomes the current card, and the user makes
another prediction. This continues until the user makes an incorrect prediction. The number
of correct predictions is the user's score.
My program has a subroutine that plays one game of HighLow. This subroutine has a
return value that represents the user's score in the game. The main 0 routine lets the user play
several games of HighLow. At the end, it reports the user's average score.
I won't go through the development of the algorithms used in this program, but I encourage
you to read it carefully and make sure that you understand how it works. Note in particular
that the subroutine that plays one game of HighLow returns the user's score in the game as its
return value. This gets the score back to the main program, where it is needed. Here is the
program:
/**
* This program lets the user play HighLow, a simple card game
* that is described in the output statements at the beginning of
* the main() routine. After the user plays several games,
* the user's average score is reported.
public class HighLow {
public static void main(String [ args) {
System.out.println("This program lets you play the simple card game,");
System.out.println("HighLow. A card is dealt from a deck of cards.");
System.out.println("You have to predict whether the next card will be");
System.out.println("higher or lower. Your score in the game is the");
System.out.println("number of correct predictions you make before");
System.out.println("you guess wrong.");
System. out .println();
int gamesPlayed = 0; // Number of games user has played.
int sum~f Scores = 0; // The sum of all the scores from
CHAPTER 5. OBJECTS AND CLASSES
190
double averageScore;
boolean playAgain;
//
//
//
//
//
//
all the games played.
Average score, computed by dividing
sumOf Scores by gamesPlayed.
Record user's response when user is
asked whether he wants to play
another game.
do {
int scoreThisGame; // Score for one game.
scoreThisGame = play(); // Play the game and get the score.
sumOf Scores += scoreThisGame;
gamesPlayed++;
TextIO.put("Play again? ");
playAgain = TextIO.getlnBoolean();
} while (playAgain);
averageScore = ((double)sumOf Scores) / gamesPlayed;
System.out.println();
System.out.println("You played " + gamesPlayed + " games.");
System.out.printf("Your average score was %1.3f.\n", averageScore);
} // end main()
/**
* Lets the user play one game of HighLow, and returns the
* user's score on that game. The score is the number of
* correct guesses that the user makes.
private static int play() {
Deck deck = new Deck(); // Get a new deck of cards, and
// store a reference to it in
// the variable, deck.
Card currentCard; // The current card, which the user sees.
Card nextCard; // The next card in the deck.
// to predict whether this
// than the current card.
The user tries
is higher or lower
int correctGuesses ;
//
//
//
The number of correct predictions the
user has made. At the end of the game,
this will be the user's score.
char guess;
// The user's guess. 'H' if the user predicts that
// the next card will be higher, 'L' if the user
// predicts that it will be lower.
deck.shuffle(); // Shuffle the deck into a random order before
// starting the game.
correctGuesses = 0;
currentCard = deck.dealCard();
TextIO.putln("The first card is the " + currentCard);
while (true) { // Loop ends when user's prediction is wrong.
/* Get the user's prediction, 'H' or 'L' (or 'h' or '1'). */
CHAPTER 5. OBJECTS AND CLASSES
191
TextIO.put("Will the next card be higher (H) or lower (L)? ");
do {
guess = TextIO.getlnChar();
guess = Character.toUpperCase(guess);
if (guess != 'H' && guess != 'L')
TextIO.put("Please respond with H or L: ");
} while (guess != 'H' && guess != 'L');
/* Get the next card and show it to the user.
nextCard = deck.dealCard();
TextIO.putln("The next card is " + nextCard);
/* Check the user's prediction. */
if (nextCard.getValue() == currentCard.getValue()) {
TextIO.putln("The value is the same as the previous card.");
TextIO.putln("You lose on ties. Sorry!");
break; // End the game.
}
else if (nextCard.getValue() > currentCard.getValue()) {
if (guess == 'H') {
TextIO.putln("Your prediction was correct.");
correctGuesses++;
}
else {
TextIO.putln("Your prediction was incorrect.");
break; // End the game.
}
}
else { // nextCard is lower
if (guess == 'L') {
TextIO.putln("Your prediction was correct.");
correctGuesses++;
}
else {
TextIO.putln("Your prediction was incorrect.");
break; // End the game.
}
}
/* To set up for the next iteration of the loop, the nextCard
becomes the currentCard, since the currentCard has to be
the card that the user sees, and the nextCard will be
set to the next card in the deck after the user makes
his prediction. */
currentCard = nextCard;
TextIO.putln();
TextIO.putln("The card is " + currentCard);
} // end of while loop
TextIO.putln();
TextIO.putln("The game is over.");
TextIO.putln("You made " + correctGuesses
CHAPTER 5. OBJECTS AND CLASSES
192
+ " correct predictions.");
TextIO.putln();
return correctGuesses;
} // end play()
} // end class
5.5 Inheritance, Polymorphism, and Abstract Classes
A CLASS REPRESENTS A SET OF OBJECTS which share the same structure and behaviors. (online)
The class determines the structure of objects by specifying variables that are contained in each
instance of the class, and it determines behavior by providing the instance methods that express
the behavior of the objects. This is a powerful idea. However, something like this can be done
in most programming languages. The central new idea in object-oriented programming the
idea that really distinguishes it from traditional programming is to allow classes to express
the similarities among objects that share some, but not all, of their structure and behavior.
Such similarities can be expressed using inheritance and polymorphism.
5.5.1 Extending Existing Classes
The topics covered later in this section are relatively advanced aspects of object-oriented pro-
gramming. Any programmer should know what is meant by subclass, inheritance, and polymor-
phism. However, it will probably be a while before you actually do anything with inheritance
except for extending classes that already exist. In the first part of this section, we look at how
that is done.
In day-to-day programming, especially for programmers who are just beginning to work
with objects, subclassing is used mainly in one situation: There is an existing class that can be
adapted with a few changes or additions. This is much more common than designing groups of
classes and subclasses from scratch. The existing class can be extended to make a subclass.
The syntax for this is
public class (subclass-name) extends (existing-class-name) {
. / Changes and additions.
}
As an example, suppose you want to write a program that plays the card game, Blackjack.
You can use the Card, Hand, and Deck classes developed in Section 5.4. However, a hand in the
game of Blackjack is a little different from a hand of cards in general, since it must be possible
to compute the "value" of a Blackjack hand according to the rules of the game. The rules are
as follows: The value of a hand is obtained by adding up the values of the cards in the hand.
The value of a numeric card such as a three or a ten is its numerical value. The value of a Jack,
Queen, or King is 10. The value of an Ace can be either 1 or 11. An Ace should be counted
as 11 unless doing so would put the total value of the hand over 21. Note that this means that
the second, third, or fourth Ace in the hand will always be counted as 1.
One way to handle this is to extend the existing Hand class by adding a method that
computes the Blackjack value of the hand. Here's the definition of such a class:
CHAPTER 5. OBJECTS AND CLASSES
193
public class BlackjackHand extends Hand {
/**
* Computes and returns the value of this hand in the game
* of Blackjack.
public int getBlackjackValue() {
int val; // The value computed for the hand.
boolean ace; // This will be set to true if the
// hand contains an ace.
int cards; // Number of cards in the hand.
val = 0;
ace = false;
cards = getCardCount();
for ( int i = 0; i < cards; i++ ) {
// Add the value of the i-th card in the hand.
Card card; // The i-th card;
int cardVal; // The blackjack value of the i-th card.
card = getCard(i);
cardVal = card.getValue(); // The normal value, 1 to 13.
if (cardVal > 10) {
cardVal = 10; // For a Jack, Queen, or King.
}
if (cardVal == 1) {
ace = true; // There is at least one ace.
}
val = val + cardVal;
}
// Now, val is the value of the hand, counting any ace as 1.
// If there is an ace, and if changing its value from 1 to
// 11 would leave the score less than or equal to 21,
// then do so by adding the extra 10 points to val.
if ( ace == true && val + 10 <= 21 )
val = val + 10;
return val;
} // end getBlackjackValue()
} // end class BlackjackHand
Since BlackjackHand is a subclass of Hand, an object of type BlackjackHand contains
all the instance variables and instance methods defined in Hand, plus the new in-
stance method named getBlackjackValue (. For example, if bjh is a variable of type
BlackjackHand, then the following are all legal: bjh.getCardCount0(, bjh.removeCard(O),
and bj h. getBlackj ackValue (). The first two methods are defined in Hand, but are inherited
by BlackjackHand.
Inherited variables and methods from the Hand class can also be used in the definition
of BlackjackHand (except for any that are declared to be private, which prevents access
even by subclasses). The statement "cards = get CardCount 0);" in the above definition of
getBlackjackValue () calls the instance method getcardcount0(, which was defined in Hand.
CHAPTER 5. OBJECTS AND CLASSES
194
Extending existing classes is an easy way to build on previous work. We'll see that many
standard classes have been written specifically to be used as the basis for making subclasses.
Access modifiers such as public and private are used to control access to members of a
class. There is one more access modifier, protected, that comes into the picture when subclasses
are taken into consideration. When protected is applied as an access modifier to a method or
member variable in a class, that member can be used in subclasses-direcct or indirect-of the
class in which it is defined, but it cannot be used in non-subclasses. (There is one exception:
A protected member can also be accessed by any class in the same package as the class that
contains the protected member. Recall that using no access modifier makes a member accessible
to classes in the same package, and nowhere else. Using the protected modifier is strictly more
liberal than using no modifier at all: It allows access from classes in the same package and from
subclasses that are not in the same package.)
When you declare a method or member variable to be protected, you are saying that it
is part of the implementation of the class, rather than part of the public interface of the class.
However, you are allowing subclasses to use and modify that part of the implementation.
For example, consider a PairOfDice class that has instance variables diel and die2 to
represent the numbers appearing on the two dice. We could make those variables private to
make it impossible to change their values from outside the class, while still allowing read access
through getter methods. However, if we think it possible that PairOfDice will be used to create
subclasses, we might want to make it possible for subclasses to change the numbers on the dice.
For example, a Graphica/Dice subclass that draws the dice might want to change the numbers
at other times besides when the dice are rolled. In that case, we could make diel and die2
protected, which would allow the subclass to change their values without making them public
to the rest of the world. (An even better idea would be to define protected setter methods for
the variables. A setter method could, for example, ensure that the value that is being assigned
to the variable is in the legal range 1 through 6.)
5.5.2 Inheritance and Class Hierarchy
The term inheritance refers to the fact that one class can inherit part or all of its structure
and behavior from another class. The class that does the inheriting is said to be a subclass of
the class from which it inherits. If class B is a subclass of class A, we also say that class A is a
superclass of class B. (Sometimes the terms derived class and base class are used instead
of subclass and superclass; this is the common terminology in C++.) A subclass can add to the
structure and behavior that it inherits. It can also replace or modify inherited behavior (though
not inherited structure). The relationship between subclass and superclass is sometimes shown
by a diagram in which the subclass is shown below, and connected to, its superclass, as shown
here on the left.
CHAPTER 5. OBJECTS AND CLASSES
195
In Java, to create a class named "B" as a subclass of a class named "A", you would write
class B extends A {
. // additions to, and modifications of,
. // stuff inherited from class A
}
Several classes can be declared as subclasses of the same superclass. The subclasses, which
might be referred to as "sibling classes," share some structures and behaviors-namely, the ones
they inherit from their common superclass. The superclass expresses these shared structures
and behaviors. In the diagram shown on the right, above, classes B, C, and D are sibling classes.
Inheritance can also extend over several "generations" of classes. This is shown in the diagram,
where class E is a subclass of class D which is itself a subclass of class A. In this case, class E
is considered to be a subclass of class A, even though it is not a direct subclass. This whole set
of classes forms a small class hierarchy.
5.5.3 Example: Vehicles
Let's look at an example. Suppose that a program has to deal with motor vehicles, including
cars, trucks, and motorcycles. (This might be a program used by a Department of Motor
Vehicles to keep track of registrations.) The program could use a class named Vehicle to
represent all types of vehicles. Since cars, trucks, and motorcycles are types of vehicles, they
would be represented by subclasses of the Vehicle class, as shown in this class hierarchy diagram:
Vehicle
Car Truck Motorcycle
The Vehicle class would include instance variables such as registrationNumber and owner and
instance methods such as transferOwnership 0. These are variables and methods common
to all vehicles. The three subclasses of Vehicle-Car, Truck, and Motorcycle-could then be
used to hold variables and methods specific to particular types of vehicles. The Car class
might add an instance variable numberOfDoors, the Truck class might have numberOf Axles,
CHAPTER 5. OBJECTS AND CLASSES
196
and the Motorcycle class could have a boolean variable hasSidecar. (Well, it could in theory
at least, even if it might give a chuckle to the people at the Department of Motor Vehicles.)
The declarations of these classes in a Java program would look, in outline, like this (although
in practice, they would probably be public classes, defined in separate files):
class Vehicle {
int registrationNumber;
Person owner; // (Assuming that a Person class has been defined!)
void transferOwnership(Person newOwner) {
}
}
class Car extends Vehicle {
int numberOfDoors;
}
class Truck extends Vehicle {
int numberOfAxles;
}
class Motorcycle extends Vehicle {
boolean hasSidecar;
}
Suppose that myCar is a variable of type Car that has been declared and initialized with the
statement
Car myCar = new Car();
Given this declaration, a program could refer to myCar.numberOf Doors, since numberOf Doors
is an instance variable in the class Car. But since class Car extends class Vehicle, a car also
has all the structure and behavior of a vehicle. This means that myCar .registrationNumber,
myCar.owner, and myCar.transferOwnership() also exist.
Now, in the real world, cars, trucks, and motorcycles are in fact vehicles. The same is true
in a program. That is, an object of type Car or Truck or Motorcycle is automatically an object
of type Vehicle too. This brings us to the following Important Fact:
A variable that can hold a reference
to an object of class A can also hold a reference
to an object belonging to any subclass of A.
The practical effect of this in our example is that an object of type Car can be assigned to a
variable of type Vehicle. That is, it would be legal to say
Vehicle myVehicle = myCar;
or even
Vehicle myVehicle = new Car();
CHAPTER 5. OBJECTS AND CLASSES
197
After either of these statements, the variable myVehicle holds a reference to a Vehicle object
that happens to be an instance of the subclass, Car. The object "remembers" that it is in fact
a Car, and not just a Vehicle. Information about the actual class of an object is stored as part
of that object. It is even possible to test whether a given object belongs to a given class, using
the instanceof operator. The test:
if (myVehicle instanceof Car) ...
determines whether the object referred to by myVehicle is in fact a car.
On the other hand, the assignment statement
myCar = myVehicle;
would be illegal because myVehicle could potentially refer to other types of vehicles that are
not cars. This is similar to a problem we saw previously in Susection 2.56: The computer
will not allow you to assign an int value to a variable of type short, because not every int is a
short. Similarly, it will not allow you to assign a value of type Vehicle to a variable of type Car
because not every vehicle is a car. As in the case of ints and shorts, the solution here is to use
type-casting. If, for some reason, you happen to know that myVehicle does in fact refer to a
Car, you can use the type cast (Car)myVehicle to tell the computer to treat myVehicle as if
it were actually of type Car. So, you could say
myCar = (Car)myVehicle;
and you could even refer to ((Car)myVehicle) .numberOfDoors. As an example of how this
could be used in a program, suppose that you want to print out relevant data about a vehicle.
You could say:
System. out .println("Vehicle Data:");
System.out.println("Registration number:
+ myVehicle.registrationNumber);
if (myVehicle instanceof Car) {
System.out.println("Type of vehicle: Car");
Car c;
c = (Car)myVehicle;
System.out.println("Number of doors: " + c.numberOfDoors);
}
else if (myVehicle instanceof Truck) {
System.out .println("Type of vehicle: Truck");
Truck t;
t = (Truck)myVehicle;
System.out.println("Number of axles: " + t.numberOfAxles);
}
else if (myVehicle instanceof Motorcycle) {
System.out .println("Type of vehicle: Motorcycle");
Motorcycle m;
m = (Motorcycle)myVehicle;
System.out.println("Has a sidecar: " + m.hasSidecar);
}
Note that for object types, when the computer executes a program, it checks whether
type-casts are valid. So, for example, if myVehicle refers to an object of type Truck, then
the type cast (Car)myVehicle would be an error. When this happes, an exception of type
ClassCast Exception is thrown.
CHAPTER 5. OBJECTS AND CLASSES
198
5.5.4 Polymorphism
As another example, consider a program that deals with shapes drawn on the screen. Let's say
that the shapes include rectangles, ovals, and roundrects of various colors. (A "roundrect" is
just a rectangle with rounded corners.)
Rectangles Ovals RoundRects
Three classes, Rectangle, Oval, and RoundRect, could be used to represent the three types of
shapes. These three classes would have a common superclass, Shape, to represent features that
all three shapes have in common. The Shape class could include instance variables to represent
the color, position, and size of a shape, and it could include instance methods for changing the
color, position, and size. Changing the color, for example, might involve changing the value of
an instance variable, and then redrawing the shape in its new color:
class Shape {
Color color; // Color of the shape. (Recall that class Color
// is defined in package java.awt. Assume
// that this class has been imported.)
void setColor(Color newColor) {
// Method to change the color of the shape.
color = newColor; // change value of instance variable
redraw(); // redraw shape, which will appear in new color
}
void redraw() {
// method for drawing the shape
? ? ? // what commands should go here?
}
. . more instance variables and methods
} // end of class Shape
Now, you might see a problem here with the method redraw (. The problem is that each
different type of shape is drawn differently. The method setColor () can be called for any type
of shape. How does the computer know which shape to draw when it executes the redraw 0?
Informally, we can answer the question like this: The computer executes redraw () by asking
the shape to redraw itself. Every shape object knows what it has to do to redraw itself.
In practice, this means that each of the specific shape classes has its own redraw () method:
class Rectangle extends Shape {
void redraw() {
// commands for drawing a rectangle
CHAPTER 5. OBJECTS AND CLASSES
199
}
...// possibly, more methods and variables
}
class Oval extends Shape {
void redraw() {
// commands for drawing an oval
}
...// possibly, more methods and variables
}
class RoundRect extends Shape {
void redraw() {
// commands for drawing a rounded rectangle
}
...// possibly, more methods and variables
}
If oneShape is a variable of type Shape, it could refer to an object of any of the types,
Rectangle, Oval, or RoundRect. As a program executes, and the value of oneShape changes, it
could even refer to objects of different types at different times! Whenever the statement
oneShape . redraw ();
is executed, the redraw method that is actually called is the one appropriate for the type of
object to which oneShape actually refers. There may be no way of telling, from looking at the
text of the program, what shape this statement will draw, since it depends on the value that
oneShape happens to have when the program is executed. Even more is true. Suppose the
statement is in a loop and gets executed many times. If the value of oneShape changes as the
loop is executed, it is possible that the very same statement "oneShape .redraw() ;" will call
different methods and draw different shapes as it is executed over and over. We say that the
redraw() method is polymorphic. A method is polymorphic if the action performed by the
method depends on the actual type of the object to which the method is applied. Polymorphism
is one of the major distinguishing features of object-oriented programming.
Perhaps this becomes more understandable if we change our terminology a bit: In object-
oriented programming, calling a method is often referred to as sending a message to an object.
The object responds to the message by executing the appropriate method. The statement
"oneShape. redraw() ;" is a message to the object referred to by oneShape. Since that object
knows what type of object it is, it knows how it should respond to the message. From this point
of view, the computer always executes "oneShape. redraw();" in the same way: by sending
a message. The response to the message depends, naturally, on who receives it. From this
point of view, objects are active entities that send and receive messages, and polymorphism is
a natural, even necessary, part of this view. Polymorphism just means that different objects
can respond to the same message in different ways.
One of the most beautiful things about polymorphism is that it lets code that you write do
things that you didn't even conceive of, at the time you wrote it. Suppose that I decide to add
beveled rectangles to the types of shapes my program can deal with. A beveled rectangle has
a triangle cut off each corner:
CHAPTER 5. OBJECTS AND CLASSES
200
BeveledRects
To implement beveled rectangles, I can write a new subclass, BeveledRect, of class Shape
and give it its own redraw () method. Automatically, code that I wrote previously such as
the statement oneShape . redraw() can now suddenly start drawing beveled rectangles, even
though the beveled rectangle class didn't exist when I wrote the statement!
In the statement "oneShape. redraw() ;", the redraw message is sent to the object
oneShape. Look back at the method from the Shape class for changing the color of a shape:
void setColor(Color newColor) {
color = newColor; // change value of instance variable
redraw(); // redraw shape, which will appear in new color
}
A redraw message is sent here, but which object is it sent to? Well, the setColor method
is itself a message that was sent to some object. The answer is that the redraw message is sent
to that same object, the one that received the setColor message. If that object is a rectangle,
then it is the redraw () method from the Rectangle class that is executed. If the object is an
oval, then it is the redraw() method from the Oval class. This is what you should expect, but
it means that the "redraw() ;" statement in the setColor() method does not necessarily call
the redraw() method in the Shape class! The redraw() method that is executed could be in
any subclass of Shape.
Again, this is not a real surprise if you think about it in the right way. Remember that
an instance method is always contained in an object. The class only contains the source code
for the method. When a Rectangle object is created, it contains a redraw() method. The
source code for that method is in the Rectangle class. The object also contains a setColor()
method. Since the Rectangle class does not define a setColor() method, the source code for
the rectangle's setColor() method comes from the superclass, Shape, but the method itself
is in the object of type Rectangle. Even though the source codes for the two methods are in
different classes, the methods themselves are part of the same object. When the rectangle's
setColor () method is executed and calls redraw (, the redraw() method that is executed is
the one in the same object.
5.5.5 Abstract Classes
Whenever a Rectangle, Oval, or RoundRect object has to draw itself, it is the redraw () method in
the appropriate class that is executed. This leaves open the question, What does the redraw )
method in the Shape class do? How should it be defined?
The answer may be surprising: We should leave it blank! The fact is that the class Shape
represents the abstract idea of a shape, and there is no way to draw such a thing. Only
particular, concrete shapes like rectangles and ovals can be drawn. So, why should there
CHAPTER 5. OBJECTS AND CLASSES
201
even be a redraw() method in the Shape class? Well, it has to be there, or it would be
illegal to call it in the setColor) method of the Shape class, and it would be illegal to write
"oneShape . redraw();", where oneShape is a variable of type Shape. The compiler would
complain that oneShape is a variable of type Shape and there's no redraw() method in the
Shape class.
Nevertheless the version of redraw() in the Shape class itself will never actually be called.
In fact, if you think about it, there can never be any reason to construct an actual object of
type Shape! You can have variables of type Shape, but the objects they refer to will always
belong to one of the subclasses of Shape. We say that Shape is an abstract class. An abstract
class is one that is not used to construct objects, but only as a basis for making subclasses. An
abstract class exists only to express the common properties of all its subclasses. A class that
is not abstract is said to be concrete. You can create objects belonging to a concrete class,
but not to an abstract class. A variable whose type is given by an abstract class can only refer
to objects that belong to concrete subclasses of the abstract class.
Similarly, we say that the redraw() method in class Shape is an abstract method, since
it is never meant to be called. In fact, there is nothing for it to do-any actual redrawing is
done by redraw() methods in the subclasses of Shape. The redraw() method in Shape has
to be there. But it is there only to tell the computer that all Shapes understand the redraw
message. As an abstract method, it exists merely to specify the common interface of all the
actual, concrete versions of redraw() in the subclasses of Shape. There is no reason for the
abstract redraw() in class Shape to contain any code at all.
Shape and its redraw() method are semantically abstract. You can also tell the computer,
syntactically, that they are abstract by adding the modifier "abstract" to their definitions.
For an abstract method, the block of code that gives the implementation of an ordinary method
is replaced by a semicolon. An implementation must be provided for the abstract method in
any concrete subclass of the abstract class. Here's what the Shape class would look like as an
abstract class:
public abstract class Shape {
Color color; // color of shape.
void setColor(Color newColor) {
// method to change the color of the shape
color = newColor; // change value of instance variable
redraw(); // redraw shape, which will appear in new color
}
abstract void redrawo;
// abstract method---must be defined in
// concrete subclasses
// more instance variables and methods
} // end of class Shape
Once you have declared the class to be abstract, it becomes illegal to try to create actual
objects of type Shape, and the computer will report a syntax error if you try to do so.
Recall from Suscin53 that a class that is not explicitly declared to be a subclass of
some other class is automatically made a subclass of the standard class Object. That is, a class
declaration with no "extends" part such as
CHAPTER 5. OBJECTS AND CLASSES
202
public class myClass {
is exactly equivalent to
public class myClass extends Object {
This means that class Object is at the top of a huge class hierarchy that includes every
other class. (Semantially, Object is an abstract class, in fact the most abstract class of all.
Curiously, however, it is not declared to be abstract syntactially, which means that you can
create objects of type Object. What you would do with them, however, I have no idea.)
Since every class is a subclass of Object, a variable of type Object can refer to any object
whatsoever, of any type. Java has several standard data structures that are designed to hold
Objects, but since every object is an instance of class Object, these data structures can actually
hold any object whatsoever. One example is the "ArrayList" data structure, which is defined by
the class ArrayList in the package java.util. (ArrayList is discussed more fully in Section 7.3.)
An ArrayList is simply a list of Objects. This class is very convenient, because an ArrayList can
hold any number of objects, and it will grow, when necessary, as objects are added to it. Since
the items in the list are of type Object, the list can actually hold objects of any type.
A program that wants to keep track of various Shapes that have been drawn on the screen
can store those shapes in an ArrayList. Suppose that the ArrayList is named listOfShapes.
A shape, oneShape, can be added to the end of the list by calling the instance method
"listOfShapes. add(oneShape);". The shape can be removed from the list with the instance
method "listOfShapes.remove(oneShape) ;". The number of shapes in the list is given by
the function "listOfShapes.size ()". And it is possible to retrieve the i-th object from the
list with the function call "listOfShapes.get (i)". (Items in the list are numbered from 0 to
listOfShapes.size() - 1.) However, note that this method returns an Object, not a Shape.
(Of course, the people who wrote the ArrayList class didn't even know about Shapes, so the
method they wrote could hardly have a return type of Shape!) Since you know that the items
in the list are, in fact, Shapes and not just Objects, you can type-cast the Object returned by
listOfShapes.get (i) to be a value of type Shape:
oneShape = (Shape)listOfShapes.get(i);
Let's say, for example, that you want to redraw all the shapes in the list. You could do
this with a simple for loop, which is lovely example of object-oriented programming and of
polymorphism:
for (int i = 0; i < listOfShapes.size(); i++) {
Shape s; // i-th element of the list, considered as a Shape
s = (Shape)listOfShapes.get(i);
s.redraw(); // What is drawn here depends on what type of shape s is!
}
The sample source code file ShapeDraw.java uses an abstract Shape class and an ArrayList
to hold a list of shapes. The file defines an applet in which the user can add various shapes to
a drawing area. Once a shape is in the drawing area, the user can use the mouse to drag it
around.
You might want to look at this file, even though you won't be able to understand all of it
at this time. Even the definitions of the shape classes are somewhat different from those that
I have described in this section. (For example, the draw() method has a parameter of type
Graphics. This parameter is required because of the way Java handles all drawing.) I'll return
CHAPTER 5. OBJECTS AND CLASSES
203
to this example in later chapters when you know more about GUI programming. However, it
would still be worthwhile to look at the definition of the Shape class and its subclasses in the
source code. You might also check how an ArrayList is used to hold the list of shapes.
In the applet the only time when the actual class of a shape is used is when that shape is
added to the screen. Once the shape has been created, it is manipulated entirely as an abstract
shape. The routine that implements dragging, for example, works only with variables of type
Shape. As the Shape is being dragged, the dragging routine just calls the Shape's draw method
each time the shape has to be drawn, so it doesn't have to know how to draw the shape or even
what type of shape it is. The object is responsible for drawing itself. If I wanted to add a new
type of shape to the program, I would define a new subclass of Shape, add another button to
the applet, and program the button to add the correct type of shape to the screen. No other
changes in the programming would be necessary.
If you want to try out the applet, you can find it at the end of the on-line version of this
section.
5.6 this and super
ALTHOUGH THE BASIC IDEAS of object-oriented programming are reasonably simple and clear, (online)
they are subtle, and they take time to get used to. And unfortunately, beyond the basic ideas
there are a lot of details. This section and the next cover more of those annoying details. You
should not necessarily master everything in these two sections the first time through, but you
should read it to be aware of what is possible. For the most part, when I need to use this
material later in the text, I will explain it again briefly, or I will refer you back to it. In this
section, we'll look at two variables, this and super, that are automatically defined in any
instance method.
5.6.1 The Special Variable this
A static member of a class has a simple name, which can only be used inside the class defi-
nition. For use outside the class, it has a full name of the form (class-name).(simple-name).
For example, "System. out" is a static member variable with simple name "out" in the class
"System". It's always legal to use the full name of a static member, even within the class
where it's defined. Sometimes it's even necessary, as when the simple name of a static member
variable is hidden by a local variable of the same name.
Instance variables and instance methods also have simple names. The simple name of such
an instance member can be used in instance methods in the class where the instance member
is defined. Instance members also have full names, but remember that instance variables and
methods are actually contained in objects, not classes. The full name of an instance member
has to contain a reference to the object that contains the instance member. To get at an
instance variable or method from outside the class definition, you need a variable that refers to
the object. Then the full name is of the form (variable-name).(simple-name). But suppose you
are writing the definition of an instance method in some class. How can you get a reference to
the object that contains that instance method? You might need such a reference, for example,
if you want to use the full name of an instance variable, because the simple name of the instance
variable is hidden by a local variable or parameter.
Java provides a special, predefined variable named "this" that you can use for such pur-
poses. The variable, this, is used in the source code of an instance method to refer to the
CHAPTER 5. OBJECTS AND CLASSES
204
object that contains the method. This intent of the name, this, is to refer to "this object," the
one right here that this very method is in. If x is an instance variable in the same object, then
this .x can be used as a full name for that variable. If otherMethod () is an instance method
in the same object, then this. otherMethod() could be used to call that method. Whenever
the computer executes an instance method, it automatically sets the variable, this, to refer to
the object that contains the method.
One common use of this is in constructors. For example:
public class Student {
private String name; // Name of the student.
public Student(String name) {
// Constructor. Create a student with specified name.
this.name = name;
}
// More variables and methods.
}
In the constructor, the instance variable called name is hidden by a formal parameter. How-
ever, the instance variable can still be referred to by its full name, this. name. In the assign-
ment statement, the value of the formal parameter, name, is assigned to the instance variable,
this .name. This is considered to be acceptable style: There is no need to dream up cute new
names for formal parameters that are just used to initialize instance variables. You can use the
same name for the parameter as for the instance variable.
There are other uses for this. Sometimes, when you are writing an instance method, you
need to pass the object that contains the method to a subroutine, as an actual parameter. In
that case, you can use this as the actual parameter. For example, if you wanted to print out
a string representation of the object, you could say "System. out. printin (this) ;". Or you
could assign the value of this to another variable in an assignment statement. In fact, you can
do anything with this that you could do with any other variable, except change its value.
5.6.2 The Special Variable super
Java also defines another special variable, named "super", for use in the definitions of instance
methods. The variable super is for use in a subclass. Like this, super refers to the object
that contains the method. But it's forgetful. It forgets that the object belongs to the class you
are writing, and it remembers only that it belongs to the superclass of that class. The point is
that the class can contain additions and modifications to the superclass. super doesn't know
about any of those additions and modifications; it can only be used to refer to methods and
variables in the superclass.
Let's say that the class that you are writing contains an instance method named
do SomethingO(. Consider the subroutine call statement super .do SomethingO(). Now, super
doesn't know anything about the doSomething () method in the subclass. It only knows
about things in the superclass, so it tries to execute a method named doSomethingO( from
the superclass. If there is none-if the doSomething () method was an addition rather than a
modification-you'll get a syntax error.
The reason super exists is so you can get access to things in the superclass that are hidden
by things in the subclass. For example, super . x always refers to an instance variable named
CHAPTER 5. OBJECTS AND CLASSES
205
x in the superclass. This can be useful for the following reason: If a class contains an instance
variable with the same name as an instance variable in its superclass, then an object of that
class will actually contain two variables with the same name: one defined as part of the class
itself and one defined as part of the superclass. The variable in the subclass does not replace
the variable of the same name in the superclass; it merely hides it. The variable from the
superclass can still be accessed, using super.
When you write a method in a subclass that has the same signature as a method in its
superclass, the method from the superclass is hidden in the same way. We say that the method
in the subclass overrides the method from the superclass. Again, however, super can be used
to access the method from the superclass.
The major use of super is to override a method with a new method that extends the
behavior of the inherited method, instead of replacing that behavior entirely. The new method
can use super to call the method from the superclass, and then it can add additional code to
provide additional behavior. As an example, suppose you have a PairOfDice class that includes
a roll() method. Suppose that you want a subclass, Graphica/Dice, to represent a pair of
dice drawn on the computer screen. The roll() method in the Graphica/Dice class should do
everything that the roll() method in the PairOfDice class does. We can express this with a
call to super. roll(), which calls the method in the superclass. But in addition to that, the
roll() method for a Graphica/Dice object has to redraw the dice to show the new values. The
Graphica/Dice class might look something like this:
public class GraphicalDice extends PairOfDice {
public void roll() {
// Roll the dice, and redraw them.
super.roll(); // Call the roll method from PairOfDice.
redraw(); // Call a method to draw the dice.
}
// More stuff, including definition of redrawo.
}
Note that this allows you to extend the behavior of the roll() method even if you don't know
how the method is implemented in the superclass!
Here is a more complete example. The applet at the end of Sect 4 7 in the on-line
version of this book shows a disturbance that moves around in a mosaic of little squares. As it
moves, each square it visits become a brighter shade of red. The result looks interesting, but I
think it would be prettier if the pattern were symmetric. A symmetric version of the applet is
shown at the bottom of the Section .7 (in the on-line version). The symmetric applet can be
programmed as an easy extension of the original applet.
In the symmetric version, each time a square is brightened, the squares that can be obtained
from that one by horizontal and vertical reflection through the center of the mosaic are also
brightened. This picture might make the symmetry idea clearer:
CHAPTER 5. OBJECTS AND CLASSES
206
The four red squares in the picture, for example, form a set of such symmetrically placed
squares, as do the purple squares and the green squares. (The blue square is at the center of
the mosaic, so reflecting it doesn't produce any other squares; it's its own reflection.)
The original applet is defined by the class RandomBrighten. In that class, the actual task
of brightening a square is done by a method called brighten(). If row and col are the row
and column numbers of a square, then "brighten (row, col) ;" increases the brightness of that
square. All we need is a subclass of RandomBrighten with a modified brighten() routine.
Instead of just brightening one square, the modified routine will also brighten the horizontal
and vertical reflections of that square. But how will it brighten each of the four individual
squares? By calling the brighten() method from the original class. It can do this by calling
super.brighten().
There is still the problem of computing the row and column numbers of the horizontal
and vertical reflections. To do this, you need to know the number of rows and the number
of columns. The RandomBrighten class has instance variables named ROWS and COLUMNS to
represent these quantities. Using these variables, it's possible to come up with formulas for the
reflections, as shown in the definition of the brighten() method below.
Here's the complete definition of the new class:
public class SymmetricBrighten extends RandomBrighten {
void brighten(int row, int col) {
// Brighten the specified square and its horizontal
// and vertical reflections. This overrides the brighten
// method from the RandomBrighten class, which just
// brightens one square.
super.brighten(row, col);
super.brighten(ROWS - 1 - row, col);
super.brighten(row, COLUMNS - 1 - col);
super.brighten(ROWS - 1 - row, COLUMNS - 1 - col);
}
} // end class SymmetricBrighten
This is the entire source code for the applet!
5.6.3 Constructors in Subclasses
Constructors are not inherited. That is, if you extend an existing class to make a subclass, the
constructors in the superclass do not become part of the subclass. If you want constructors in
the subclass, you have to define new ones from scratch. If you don't define any constructors
in the subclass, then the computer will make up a default constructor, with no parameters, for
you.
CHAPTER 5. OBJECTS AND CLASSES
207
This could be a problem, if there is a constructor in the superclass that does a lot of
necessary work. It looks like you might have to repeat all that work in the subclass! This could
be a real problem if you don't have the source code to the superclass, and don't know how
it works, or if the constructor in the superclass initializes private member variables that you
don't even have access to in the subclass!
Obviously, there has to be some fix for this, and there is. It involves the special variable,
super. As the very first statement in a constructor, you can use super to call a constructor
from the superclass. The notation for this is a bit ugly and misleading, and it can only be used
in this one particular circumstance: It looks like you are calling super as a subroutine (even
though super is not a subroutine and you can't call constructors the same way you call other
subroutines anyway). As an example, assume that the PairOfDice class has a constructor that
takes two integers as parameters. Consider a subclass:
public class GraphicalDice extends PairOfDice {
public GraphicalDice() { // Constructor for this class.
super(3,4); // Call the constructor from the
// PairOfDice class, with parameters 3, 4.
initializeGraphics(); // Do some initialization specific
// to the GraphicalDice class.
}
// More constructors, methods, variables...
}
The statement "super (3, 4) ; " calls the constructor from the superclass. This call must
be the first line of the constructor in the subclass. Note that if you don't explicitly call a
constructor from the superclass in this way, then the default constructor from the superclass,
the one with no parameters, will be called automatically.
This might seem rather technical, but unfortunately it is sometimes necessary. By the way,
you can use the special variable this in exactly the same way to call another constructor in the
same class. This can be useful since it can save you from repeating the same code in several
constructors.
5.7 Interfaces, Nested Classes, and Other Details
THIS SECTION simply pulls together a few more miscellaneous features of object oriented
programming in Java. Read it now, or just look through it and refer back to it later when you
need this material. (You will need to know about the first topic, interfaces, almost as soon as
we begin GUI programming.)
5.7.1 Interfaces
Some object-oriented programming languages, such as C++, allow a class to extend two or
more superclasses. This is called multiple inheritance. In the illustration below, for example,
class E is shown as having both class A and class B as direct superclasses, while class F has
three direct superclasses.
CHAPTER 5. OBJECTS AND CLASSES
208
Multiple inheritance (NOT allowed in Java)
Such multiple inheritance is not allowed in Java. The designers of Java wanted to keep the
language reasonably simple, and felt that the benefits of multiple inheritance were not worth the
cost in increased complexity. However, Java does have a feature that can be used to accomplish
many of the same goals as multiple inheritance: interfaces.
We've encountered the term "interface" before, in connection with black boxes in general and
subroutines in particular. The interface of a subroutine consists of the name of the subroutine,
its return type, and the number and types of its parameters. This is the information you need
to know if you want to call the subroutine. A subroutine also has an implementation: the block
of code which defines it and which is executed when the subroutine is called.
In Java, interface is a reserved word with an additional, technical meaning. An
"interface" in this sense consists of a set of instance method interfaces, without any as-
sociated implementations. (Actually, a Java interface can contain other things as well, but we
won't discuss them here.) A class can implement an interface by providing an implemen-
tation for each of the methods specified by the interface. Here is an example of a very simple
Java interface:
public interface Drawable {
public void draw(Graphics g);
}
This looks much like a class definition, except that the implementation of the draw ( method is
omitted. A class that implements the interface Drawable must provide an implementation for
this method. Of course, the class can also include other methods and variables. For example,
public class Line implements Drawable {
public void draw(Graphics g) {
.. do something---presumably, draw a line
}
.. other methods and variables
}
Note that to implement an interface, a class must do more than simply provide an implementa-
tion for each method in the interface; it must also state that it implements the interface, using
the reserved word implements as in this example: "public class Line implements Drawable".
Any class that implements the Drawable interface defines a draw 0 instance method. Any ob-
ject created from such a class includes a draw 0 method. We say that an object implements
CHAPTER 5. OBJECTS AND CLASSES
209
an interface if it belongs to a class that implements the interface. For example, any object
of type Line implements the Drawable interface.
While a class can extend only one other class, it can implement any number of interfaces.
In fact, a class can both extend one other class and implement one or more interfaces. So, we
can have things like
class FilledCircle extends Circle
implements Drawable, Fillable {
}
The point of all this is that, although interfaces are not classes, they are something very
similar. An interface is very much like an abstract class, that is, a class that can never be used
for constructing objects, but can be used as a basis for making subclasses. The subroutines
in an interface are abstract methods, which must be implemented in any concrete class that
implements the interface. And as with abstract classes, even though you can't construct an
object from an interface, you can declare a variable whose type is given by the interface. For
example, if Drawable is an interface, and if Line and FilledCircle are classes that implement
Drawable, then you could say:
Drawable figure; // Declare a variable of type Drawable. It can
// refer to any object that implements the
// Drawable interface.
figure = new Lineo; // figure now refers to an object of class Line
figure.draw(g); // calls draw() method from class Line
figure = new FilledCircle(); // Now, figure refers to an object
// of class FilledCircle.
figure.draw(g); // calls draw() method from class FilledCircle
A variable of type Drawable can refer to any object of any class that implements the Drawable
interface. A statement like figure . draw (g), above, is legal because figure is of type Drawable,
and any Drawable object has a draw() method. So, whatever object figure refers to, that
object must have a draw() method.
Note that a type is something that can be used to declare variables. A type can also be
used to specify the type of a parameter in a subroutine, or the return type of a function. In
Java, a type can be either a class, an interface, or one of the eight built-in primitive types.
These are the only possibilities. Of these, however, only classes can be used to construct new
objects.
You are not likely to need to write your own interfaces until you get to the point of writing
fairly complex programs. However, there are a few interfaces that are used in important ways
in Java's standard packages. You'll learn about some of these standard interfaces in the next
few chapters.
5.7.2 Nested Classes
A class seems like it should be a pretty important thing. A class is a high-level building block
of a program, representing a potentially complex idea and its associated data and behaviors.
I've always felt a bit silly writing tiny little classes that exist only to group a few scraps of data
together. However, such trivial classes are often useful and even essential. Fortunately, in Java,
I can ease the embarrassment, because one class can be nested inside another class. My trivial
CHAPTER 5. OBJECTS AND CLASSES
210
little class doesn't have to stand on its own. It becomes part of a larger more respectable class.
This is particularly useful when you want to create a little class specifically to support the work
of a larger class. And, more seriously, there are other good reasons for nesting the definition of
one class inside another class.
In Java, a nested class is any class whose definition is inside the definition of another
class. Nested classes can be either named or anonymous. I will come back to the topic of
anonymous classes later in this section. A named nested class, like most other things that occur
in classes, can be either static or non-static.
The definition of a static nested class looks just like the definition of any other class, except
that it is nested inside another class and it has the modifier static as part of its declaration.
A static nested class is part of the static structure of the containing class. It can be used inside
that class to create objects in the usual way. If it has not been declared private, then it can
also be used outside the containing class, but when it is used outside the class, its name must
indicate its membership in the containing class. This is similar to other static components of
a class: A static nested class is part of the class itself in the same way that static member
variables are parts of the class itself.
For example, suppose a class named WireFrameModel represents a set of lines in three-
dimensional space. (Such models are used to represent three-dimensional objects in graphics
programs.) Suppose that the WireFrameModel class contains a static nested class, Line, that
represents a single line. Then, outside of the class WireFrameModel, the Line class would be
referred to as WireFrameModel. Line. Of course, this just follows the normal naming convention
for static members of a class. The definition of the WireFrameModel class with its nested Line
class would look, in outline, like this:
public class WireFrameModel {
// other members of the WireFrameModel class
static public class Line {
// Represents a line from the point (x1,y1,z1)
// to the point (x2,y2,z2) in 3-dimensional space.
double x1, y1, zi;
double x2, y2, z2;
} // end class Line
// other members of the WireFrameModel class
} // end WireFrameModel
Inside the WireFrameModel class, a Line object would be created with the constructor "new
Line ()". Outside the class, "new WireFrameModel. LineO()" would be used.
A static nested class has full access to the static members of the containing class, even to the
private members. Similarly, the containing class has full access to the members of the nested
class. This can be another motivation for declaring a nested class, since it lets you give one
class access to the private members of another class without making those members generally
available to other classes.
When you compile the above class definition, two class files will be created. Even though
the definition of Line is nested inside WireFrameModel, the compiled Line class is stored in a
separate file. The name of the class file for Line will be WireFrameModel$Line. class.
CHAPTER 5. OBJECTS AND CLASSES
211
Non-static nested classes are referred to as inner classes. Inner classes are not, in practice,
very different from static nested classes, but a non-static nested class is actually associated with
an object rather than to the class in which it is nested. This can take some getting used to.
Any non-static member of a class is not really part of the class itself (although its source
code is contained in the class definition). This is true for inner classes, just as it is for any other
non-static part of a class. The non-static members of a class specify what will be contained in
objects that are created from that class. The same is true-at least logically-for inner classes.
It's as if each object that belongs to the containing class has its own copy of the nested class.
This copy has access to all the instance methods and instance variables of the object, even to
those that are declared private. The two copies of the inner class in two different objects differ
because the instance variables and methods they refer to are in different objects. In fact, the
rule for deciding whether a nested class should be static or non-static is simple: If the nested
class needs to use any instance variable or instance method from the containing class, make the
nested class non-static. Otherwise, it might as well be static.
From outside the containing class, a non-static nested class has to be referred to using a
name of the form (variableName).(NestedClassName), where (variableName) is a variable that
refers to the object that contains the class. This is actually rather rare, however. A non-static
nested class is generally used only inside the class in which it is nested, and there it can be
referred to by its simple name.
In order to create an object that belongs to an inner class, you must first have an object
that belongs to the containing class. (When working inside the class, the object "this" is used
implicitly.) The inner class object is permanently associated with the containing class object,
and it has complete access to the members of the containing class object. Looking at an example
will help, and will hopefully convince you that inner classes are really very natural. Consider
a class that represents poker games. This class might include a nested class to represent the
players of the game. This structure of the PokerGame class could be:
public class PokerGame { // Represents a game of poker.
private class Player { // Represents one of the players in this game.
} // end class Player
private Deck deck; // A deck of cards for playing the game.
private int pot; // The amount of money that has been bet.
} // end class PokerGame
If game is a variable of type PokerGame, then, conceptually, game contains its own copy of
the Player class. In an an instance method of a PokerGame object, a new Player object would
be created by saying "new Player ()", just as for any other class. (A Player object could be
created outside the PokerGame class with an expression such as "game . new Player ()". Again,
however, this is very rare.) The Player object will have access to the deck and pot instance
variables in the PokerGame object. Each PokerGame object has its own deck and pot and
Players. Players of that poker game use the deck and pot for that game; players of another
poker game use the other game's deck and pot. That's the effect of making the Player class
CHAPTER 5. OBJECTS AND CLASSES
212
non-static. This is the most natural way for players to behave. A Player object represents a
player of one particular poker game. If Player were a static nested class, on the other hand, it
would represent the general idea of a poker player, independent of a particular poker game.
5.7.3 Anonymous Inner Classes
In some cases, you might find yourself writing an inner class and then using that class in just a
single line of your program. Is it worth creating such a class? Indeed, it can be, but for cases
like this you have the option of using an anonymous inner class. An anonymous class is
created with a variation of the new operator that has the form
new (superclass-or-interface) ( (parameter-list) ) {
(methods-and-variables)
}
This constructor defines a new class, without giving it a name, and it simultaneously creates
an object that belongs to that class. This form of the new operator can be used in any statement
where a regular "new" could be used. The intention of this expression is to create: "a new object
belonging to a class that is the same as (superclass-or-interface) but with these (methods-and-
variables) added." The effect is to create a uniquely customized object, just at the point in
the program where you need it. Note that it is possible to base an anonymous class on an
interface, rather than a class. In this case, the anonymous class must implement the interface
by defining all the methods that are declared in the interface. If an interface is used as a base,
the (parameter-list) must be empty. Otherwise, it can contain parameters for a constructor in
the (superclass).
Anonymous classes are often used for handling events in graphical user interfaces, and we
will encounter them several times in the chapters on GUI programming. For now, we will look
at one not-very-plausible example. Consider the Drawable interface, which is defined earlier in
this section. Suppose that we want a Drawable object that draws a filled, red, 100-pixel square.
Rather than defining a new, separate class and then using that class to create the object, we
can use an anonymous class to create the object in one statement:
Drawable redSquare = new Drawable() {
void draw(Graphics g) {
g. setColor (Color . red);
g.fillRect(10,10,100,100);
}
};
The semicolon at the end of this statement is not part of the class definition. It's the semicolon
that is required at the end of every declaration statement.
When a Java class is compiled, each anonymous nested class will produce a separate
class file. If the name of the main class is MainClass, for example, then the names of the
class files for the anonymous nested classes will be MainClass$1 . class, MainClass$2. class,
MainClass$3.class, and so on.
5.7.4 Mixing Static and Non-static
Classes, as I've said, have two very distinct purposes. A class can be used to group together a
set of static member variables and static member subroutines. Or it can be used as a factory
for making objects. The non-static variables and subroutines in the class definition specify the
CHAPTER 5. OBJECTS AND CLASSES
213
instance variables and methods of the objects. In most cases, a class performs one or the other
of these roles, not both.
Sometimes, however, static and non-static members are mixed in a single class. In this case,
the class plays a dual role. Sometimes, these roles are completely separate. It is also possible
for the static and non-static parts of a class to interact. This happens when instance methods
use static member variables or call static member subroutines. An instance method belongs to
an object, not to the class itself, and there can be many objects with their own versions of the
instance method. But there is only one copy of a static member variable. So, effectively, we
have many objects sharing that one variable.
Suppose, for example, that we want to write a PairOfDice class that uses the Random class
mentioned in Section for rolling the dice. To do this, a PairOfDice object needs access to
an object of type Random. But there is no need for each PairOfDice object to have a separate
Random object. (In fact, it would not even be a good idea: Because of the way random number
generators work, a program should, in general, use only one source of random numbers.) A
nice solution is to have a single Random variable as a static member of the PairOfDice class,
so that it can be shared by all PairOfDice objects. For example:
import java.util.Random;
public class PairOfDice {
private static Random randGen = new RandomO ;
public int diel; // Number showing on the first die.
public int die2; // Number showing on the second die.
public PairOfDice() {
// Constructor. Creates a pair of dice that
// initially shows random values.
roll() ;
}
public void roll() {
// Roll the dice by setting each of the dice to be
// a random number between 1 and 6.
diel = randGen.nextInt(6) + 1;
die2 = randGen.nextInt(6) + 1;
}
} // end class PairOfDice
As another example, let's rewrite the Student class that was used in i 5.2. I've added
an ID for each student and a static member called nextUniquelD. Although there is an ID
variable in each student object, there is only one nextUniquelD variable.
public class Student {
private String name; // Student's name.
private int ID; // Unique ID number f or this student .
public double testi, test2, test3; // Grades on three tests.
private static int nextUniqueID = 0;
// keep track of next available unique ID number
Student (String theName) {
// Constructor for Student objects; provides a name for the Student,
CHAPTER 5. OBJECTS AND CLASSES
214
// and assigns the student a unique ID number.
name = theName;
nextUniquelD++;
ID = nextUniquelD;
}
public String getName() {
// Accessor method for reading value of private
// instance variable, name.
return name;
}
public int getID() {
// Accessor method for reading value of ID.
return ID;
}
public double getAverage() {
// Compute average test grade.
return (testi + test2 + test3) / 3;
}
} // end of class Student
The initialization "nextUniquelD = 0" is done only once, when the class is first loaded.
Whenever a Student object is constructed and the constructor says "nextUniquelD++;", it's
always the same static member variable that is being incremented. When the very first Student
object is created, nextUniquelD becomes 1. When the second object is created, nextUniquelD
becomes 2. After the third object, it becomes 3. And so on. The constructor stores the new
value of nextUniquelD in the ID variable of the object that is being created. Of course, ID is an
instance variable, so every object has its own individual ID variable. The class is constructed
so that each student will automatically get a different value for its ID variable. Furthermore,
the ID variable is private, so there is no way for this variable to be tampered with after the
object has been created. You are guaranteed, just by the way the class is designed, that every
student object will have its own permanent, unique identification number. Which is kind of
cool if you think about it.
5.7.5 Static Import
The import directive makes it possible to refer to a class such as j ava. awt . Color using its
simple name, Color. All you have to do is say import j ava. awt . Color or import j ava. awt .*.
But you still have to use compound names to refer to static member variables such as
System. out and to static methods such as Math. sqrt.
Java 5.0 introduced a new form of the import directive that can be used to import static
members of a class in the same way that the ordinary import directive imports classes from a
package. The new form of the directive is called a static import, and it has syntax
import static (package-name).(class-name).(static-member-name);
to import one static member name from a class, or
import static (package-name.(class-name).*;
to import all the public static members from a class. For example, if you preface a class
definition with
CHAPTER 5. OBJECTS AND CLASSES
215
import static java.lang.System.out;
then you can use the simple name out instead of the compound name System. out. This means
you can use out . println instead of System. out . println. If you are going to work extensively
with the Math class, you can preface your class definition with
import static java.lang.Math.*;
This would allow you to say sqrt instead of Math. sqrt, log instead of Math. log, PI instead
of Math. PI, and so on.
Note that the static import directive requires a (package-name), even for classes in the
standard package java.lang. One consequence of this is that you can't do a static import from
a class in the default package. In particular, it is not possible to do a static import from my
Text/O class if you wanted to do that, you would have to move Text/O into a package.
5.7.6 Enums as Classes
Enumerated types were introduced in Subsection 2.3.3. Now that we have covered more material
on classes and objects, we can revisit the topic (although still not covering enumerated types
in their full complexity).
Enumerated types are actually classes, and each enumerated type constant is a public,
final, static member variable in that class (even though they are not declared with these
modifiers). The value of the variable is an object belonging to the enumerated type class. There
is one such object for each enumerated type constant, and these are the only objects of the
class that can ever be created. It is really these objects that represent the possible values of
the enumerated type. The enumerated type constants are actually variables that refer to these
objects.
When an enumerated type is defined inside another class, it is a nested class inside the
enclosing class. In fact, it is a static nested class, whether you declare it to be static or not.
But it can also be declared as a non-nested class, in a file of its own. For example, we could
define the following enumerated type in a file named Suit . j ava:
public enum Suit {
SPADES, HEARTS, DIAMONDS, CLUBS
}
This enumerated type represents the four possible suits for a playing card, and it could have
been used in the example Card.java from Subsection 5.4.2.
Furthermore, in addition to its list of values, an enumerated type can contain some of
the other things that a regular class can contain, including methods and additional member
variables. Just add a semicolon (;) at the end of the list of values, and then add definitions
of the methods and variables in the usual way. For example, we might make an enumerated
type to represent the possible values of a playing card. It might be useful to have a method
that returns the corresponding value in the game of Blackjack. As another example, suppose
that when we print out one of the values, we'd like to see something different from the default
string representation (the identifier that names the constant). In that case, we can override the
toString 0 method in the class to print out a different string representation. This would gives
something like:
public enum CardValue {
CHAPTER 5. OBJECTS AND CLASSES
216
ACE, TWO, THREE, FOUR, FIVE, SIX, SEVEN, EIGHT,
NINE, TEN, JACK, QUEEN, KING;
/**
* Return the value of this CardValue in the game of Blackjack.
* Note that the value returned for an ace is 1.
public int blackJackValue() {
if (this == JACK || this == QUEEN || this == KING)
return 10;
else
return 1 + ordinal();
}
/**
* Return a String representation of this CardValue, using numbers
* for the numerical cards and names for the ace and face cards.
public String toString() {
switch (this) { // "this" is one of the enumerated type values
case ACE: // ordinal number of ACE
return "Ace";
case JACK: // ordinal number of JACK
return "Jack";
case QUEEN: // ordinal number of QUEEN
return "Queen";
case KING: // ordinal number of KING
return "King";
default: // it's a numeric card value
int numericValue = 1 + ordinal();
return "" + numericValue;
}
} // end CardValue
The methods blackj ackValue() and toString() are instance methods in Card-
Value. Since CardValue. JACK is an object belonging to that class, you can call
CardValue. JACK. blackj ackValue0. Suppose that cardVal is declared to be a variable
of type Card Value, so that it can refer to any of the values in the enumerated type. We
can call cardVal. blackj ackValue() to find the Blackjack value of the Card Value object to
which cardVal refers, and System. out. printin (cardVal) will implicitly call the method
cardVal. toString0) to obtain the print representation of that Card Value. (One other thing to
keep in mind is that since Card Value is a class, the value of cardVal can be null, which means
it does not refer to any object.)
Remember that ACE, TWO, ..., KING are the only possible objects of type Card Value, so in an
instance method in that class, this will refer to one of those values. Recall that the instance
method ordinal() is defined in any enumerated type and gives the position of the enumerated
type value in the list of possible values, with counting starting from zero.
(If you find it annoying to use the class name as part of the name of every enumerated
type constant, you can use static import to make the simple names of the constants directly
available-but only if you put the enumerated type into a package. For example, if the enu-
merated type Card Value is defined in a package named cardgames, then you could place
import static cardgames . CardValue .*
CHAPTER 5. OBJECTS AND CLASSES 217
at the beginning of a source code file. This would allow you, for example, to use the name JACK
in that file instead of CardValue. JACK.)
EXERCISES
218
Exercises for Chapter 5
1. In all versions of the PairOfDice class in Section 5.2, the instance variables diel and die2 (solution)
are declared to be public. They really should be private, so that they are protected from
being changed from outside the class. Write another version of the PairOfDice class in
which the instance variables diel and die2 are private. Your class will need "getter"
methods that can be used to find out the values of diel and die2. (The idea is to protect
their values from being changed from outside the class, but still to allow the values to be
read.) Include other improvements in the class, if you can think of any. Test your class
with a short program that counts how many times a pair of dice is rolled, before the total
of the two dice is equal to two.
2. A common programming task is computing statistics of a set of numbers. (A statistic is (solution)
a number that summarizes some property of a set of data.) Common statistics include
the mean (also known as the average) and the standard deviation (which tells how spread
out the data are from the mean). I have written a little class called StatCalc that can
be used to compute these statistics, as well as the sum of the items in the dataset and
the number of items in the dataset. You can read the source code for this class in the
file StatCalc.java. If calc is a variable of type StatCalc, then the following methods are
defined:
" calc.enter (item) ; where item is a number, adds the item to the dataset.
" calc. getCount () is a function that returns the number of items that have been
added to the dataset.
" calc.getSum() is a function that returns the sum of all the items that have been
added to the dataset.
" calc.getMean() is a function that returns the average of all the items.
" calc.getStandardDeviation() is a function that returns the standard deviation
of the items.
Typically, all the data are added one after the other by calling the enter() method
over and over, as the data become available. After all the data have been entered, any
of the other methods can be called to get statistical information about the data. The
methods getMean() and getStandardDeviation() should only be called if the number
of items is greater than zero.
Modify the current source code, StatCalc.java, to add instance methods getMax() and
getMin 0. The getMax () method should return the largest of all the items that have been
added to the dataset, and getMin() should return the smallest. You will need to add two
new instance variables to keep track of the largest and smallest items that have been seen
so far.
Test your new class by using it in a program to compute statistics for a set of non-zero
numbers entered by the user. Start by creating an object of type StatCalc:
StatCalc calc; // Object to be used to process the data.
calc = new StatCalc();
Read numbers from the user and add them to the dataset. Use 0 as a sentinel value
(that is, stop reading numbers when the user enters 0). After all the user's non-zero
EXERCISES
219
numbers have been entered, print out each of the six statistics that are available from
calc.
3. This problem uses the PairOfDice class from Exercise 5.1 and the StatCalc class from (solution)
Exercise 5.2.
The program in Exercise 4.4 performs the experiment of counting how many times a
pair of dice is rolled before a given total comes up. It repeats this experiment 10000 times
and then reports the average number of rolls. It does this whole process for each possible
total (2, 3, ... , 12).
Redo that exercise. But instead of just reporting the average number of rolls, you
should also report the standard deviation and the maximum number of rolls. Use a
PairOfDice object to represent the dice. Use a StatCalc object to compute the statistics.
(You'll need a new StatCalc object for each possible total, 2, 3, ..., 12. You can use a
new pair of dice if you want, but it's not necessary.)
4. The BlackjackHand class from Subsection 5.5.1 is an extension of the Hand class from Sec- (solution)
tion 5.4. The instance methods in the Hand class are discussed in that section. In addition
to those methods, BlackjackHand includes an instance method, getBlackj ackValue 0,
that returns the value of the hand for the game of Blackjack. For this exercise, you will
also need the Deck and Card classes from Section 5.4.
A Blackjack hand typically contains from two to six cards. Write a program to test the
BlackjackHand class. You should create a BlackjackHand object and a Deck object. Pick
a random number between 2 and 6. Deal that many cards from the deck and add them to
the hand. Print out all the cards in the hand, and then print out the value computed for
the hand by getBlackj ackValue 0. Repeat this as long as the user wants to continue.
In addition to TextIO.java, your program will depend on Card.java, Deck.java,
Hand.java, and BlackjackHand.java.
5. Write a program that lets the user play Blackjack. The game will be a simplified version (solution)
of Blackjack as it is played in a casino. The computer will act as the dealer. As in
the previous exercise, your program will need the classes defined in Card.java, Deck.java,
Hand.java, and BlackjackHand.java. (This is the longest and most complex program that
has come up so far in the exercises.)
You should first write a subroutine in which the user plays one game. The subroutine
should return a boolean value to indicate whether the user wins the game or not. Return
true if the user wins, false if the dealer wins. The program needs an object of class
Deck and two objects of type BlackjackHand, one for the dealer and one for the user.
The general object in Blackjack is to get a hand of cards whose value is as close to 21 as
possible, without going over. The game goes like this.
" First, two cards are dealt into each player's hand. If the dealer's hand has a value of
21 at this point, then the dealer wins. Otherwise, if the user has 21, then the user
wins. (This is called a "Blackjack".) Note that the dealer wins on a tie, so if both
players have Blackjack, then the dealer wins.
" Now, if the game has not ended, the user gets a chance to add some cards to her
hand. In this phase, the user sees her own cards and sees one of the dealer's two
cards. (In a casino, the dealer deals himself one card face up and one card face down.
All the user's cards are dealt face up.) The user makes a decision whether to "Hit",
EXERCISES
220
which means to add another card to her hand, or to "Stand", which means to stop
taking cards.
* If the user Hits, there is a possibility that the user will go over 21. In that case, the
game is over and the user loses. If not, then the process continues. The user gets to
decide again whether to Hit or Stand.
* If the user Stands, the game will end, but first the dealer gets a chance to draw cards.
The dealer only follows rules, without any choice. The rule is that as long as the
value of the dealer's hand is less than or equal to 16, the dealer Hits (that is, takes
another card). The user should see all the dealer's cards at this point. Now, the
winner can be determined: If the dealer has gone over 21, the user wins. Otherwise,
if the dealer's total is greater than or equal to the user's total, then the dealer wins.
Otherwise, the user wins.
Two notes on programming: At any point in the subroutine, as soon as you know who
the winner is, you can say "return true;" or "return false;" to end the subroutine
and return to the main program. To avoid having an overabundance of variables in your
subroutine, remember that a function call such as userHand. getBlackj ackValue 0 can
be used anywhere that a number could be used, including in an output statement or in
the condition of an if statement.
Write a main program that lets the user play several games of Blackjack. To make
things interesting, give the user 100 dollars, and let the user make bets on the game. If
the user loses, subtract the bet from the user's money. If the user wins, add an amount
equal to the bet to the user's money. End the program when the user wants to quit or
when she runs out of money.
An applet version of this program can be found in the on-line version of this exercise.
You might want to try it out before you work on the program.
6. Subsection 5.7.6 discusses the possibility of representing the suits and values of playing
cards as enumerated types. Rewrite the Card class from Subsection 5.4.2 to use these
enumerated types. Test your class with a program that prints out the 52 possible playing
cards. Suggestions: You can modify the source code file Card.java, but you should leave
out support for Jokers. In your main program, use nested f or loops to generated cards of
all possible suits and values; the f or loops will be "for-each" loops of the type discussed
in Subsection 3.4.4. It would be nice to add a toString () method to the Suit class from
Subsection 5.7.6, so that a suit prints out as "Spades" or "Hearts" instead of "SPADES"
or "HEARTS".
(solution)
QUIz
221
Quiz on Chapter 5
(answers)
1. Object-oriented programming uses classes and objects. What are classes and what are
objects? What is the relationship between classes and objects?
2. Explain carefully what null means in Java, and why this special value is necessary.
3. What is a constructor? What is the purpose of a constructor in a class?
4. Suppose that Kumquat is the name of a class and that fruit is a variable of type Kumquat.
What is the meaning of the statement "fruit = new Kumquat () ; "? That is, what does
the computer do when it executes this statement? (Try to give a complete answer. The
computer does several things.)
5. What is meant by the terms instance variable and instance method?
6. Explain what is meant by the terms subclass and superclass.
7. Modify the following class so that the two instance variables are private and there is a
getter method and a setter method for each instance variable:
public class Player {
String name;
int score;
}
8. Explain why the class Player that is defined in the previous question has an instance
method named toString(), even though no definition of this method appears in the
definition of the class.
9. Explain the term polymorphism.
10. Java uses "garbage collection" for memory management. Explain what is meant here by
garbage collection. What is the alternative to garbage collection?
11. For this problem, you should write a very simple but complete class. The class represents
a counter that counts 0, 1, 2, 3, 4, .... The name of the class should be Counter. It has
one private instance variable representing the value of the counter. It has two instance
methods: increment 0) adds one to the counter value, and getValue 0) returns the current
counter value. Write a complete definition for the class, Counter.
12. This problem uses the Counter class from the previous question. The following program
segment is meant to simulate tossing a coin 100 times. It should use two Counter objects,
headCount and tailCount, to count the number of heads and the number of tails. Fill in
the blanks so that it will do so:
QUIZ
222
Counter headCount, tailCount;
tailCount = new Counter();
headCount = new Counter();
for ( int flip = 0; flip < 100; flip++ ) {
if (Math.random() < 0.5) // There's a 50/50 chance that this is true.
______________________; // Count a "head".
else
// Count a "tail".
}
System.out.println("There were " +
System.out.println("There were " +
+ " heads.");
+ " tails.");
Chapter 6
Introduction to GUI Programming
COMPUTER USERS TODAY EXPECT to interact with their computers using a graphical user
interface (GUI). Java can be used to write GUI programs ranging from simple applets which
run on a Web page to sophisticated stand-alone applications.
GUI programs differ from traditional "straight-through" programs that you have encoun-
tered in the first few chapters of this book. One big difference is that GUI programs are
event-driven. That is, user actions such as clicking on a button or pressing a key on the
keyboard generate events, and the program must respond to these events as they occur. Event-
driven programming builds on all the skills you have learned in the first five chapters of this
text. You need to be able to write the subroutines that respond to events. Inside these subrou-
tines, you are doing the kind of programming-in-the-small that was covered in Chapter 2 and
Chapter 3.
And of course, objects are everywhere in GUI programming. Events are objects. Colors
and fonts are objects. GUI components such as buttons and menus are objects. Events are
handled by instance methods contained in objects. In Java, GUI programming is object-oriented
programming.
This chapter covers the basics of GUI programming. The discussion will continue in
Chapter 12 with more details and with more advanced techniques.
6.1 The Basic GUI Application
THERE ARE TWO BASIC TYPES of GUI program in Java: stand-alone applications and (online)
applets. An applet is a program that runs in a rectangular area on a Web page. Applets are
generally small programs, meant to do fairly simple things, although there is nothing to stop
them from being very complex. Applets were responsible for a lot of the initial excitement about
Java when it was introduced, since they could do things that could not otherwise be done on
Web pages. However, there are now easier ways to do many of the more basic things that can
be done with applets, and they are no longer the main focus of interest in Java. Nevertheless,
there are still some things that can be done best with applets, and they are still fairly common
on the Web. We will look at applets in the next section.
A stand-alone application is a program that runs on its own, without depending on a
Web browser. You've been writing stand-alone applications all along. Any class that has a
main 0 routine defines a stand-alone application; running the program just means executing
this main 0 routine. However, the programs that you've seen up till now have been "command-
line" programs, where the user and computer interact by typing things back and forth to each
223
CHAPTER 6. INTRODUCTION TO GUI PROGRAMMING
224
other. A GUI program offers a much richer type of user interface, where the user uses a mouse
and keyboard to interact with GUI components such as windows, menus, buttons, check boxes,
text input boxes, scroll bars, and so on. The main routine of a GUI program creates one or
more such components and displays them on the computer screen. Very often, that's all it does.
Once a GUI component has been created, it follows its own programming programming that
tells it how to draw itself on the screen and how to respond to events such as being clicked on
by the user.
A GUI program doesn't have to be immensely complex. We can, for example, write a very
simple GUI "Hello World" program that says "Hello" to the user, but does it by opening a
window where the the greeting is displayed:
import javax.swing.JOptionPane;
public class HelloWorldGUIl {
public static void main(String[1 args) {
JOptionPane.showMessageDialog( null, "Hello World!" );
}
}
When this program is run, a window appears on the screen that contains the message
"Hello World!". The window also contains an "OK" button for the user to click after reading
the message. When the user clicks this button, the window closes and the program ends. By
the way, this program can be placed in a file named HelloWorldGUIl.java, compiled, and run
just like any other Java program.
Now, this program is already doing some pretty fancy stuff. It creates a window, it draws
the contents of that window, and it handles the event that is generated when the user clicks
the button. The reason the program was so easy to write is that all the work is done by
showMessageDialog O, a static method in the built-in class JOptionPane. (Note that the
source code "imports" the class j avax. swing. JOptionPane to make it possible to refer to the
JOptionPane class using its simple name. See Subsection 4.5.3 for information about importing
classes from Java's standard packages.)
If you want to display a message to the user in a GUI program, this is a good way to do it:
Just use a standard class that already knows how to do the work! And in fact, JOptionPane is
regularly used for just this purpose (but as part of a larger program, usually). Of course, if you
want to do anything serious in a GUI program, there is a lot more to learn. To give you an idea
of the types of things that are involved, we'll look at a short GUI program that does the same
things as the previous program open a window containing a message and an OK button, and
respond to a click on the button by ending the program but does it all by hand instead of by
using the built-in JOptionPane class. Mind you, this is not a good way to write the program,
but it will illustrate some important aspects of GUI programming in Java.
Here is the source code for the program. You are not expected to understand it yet. I
will explain how it works below, but it will take the rest of the chapter before you will really
understand completely. In this section, you will just get a brief overview of GUI programming.
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class HelloWorldGUI2 {
private static class HelloWorldDisplay extends JPanel {
CHAPTER 6. INTRODUCTION TO GUI PROGRAMMING
225
public void paintComponent(Graphics g) {
super. paintComponent(g);
g.drawString( "Hello World!", 20, 30 );
}
}
private static class ButtonHandler implements ActionListener {
public void actionPerformed(ActionEvent e) {
System. exit (0)
}
}
public static void main(String [ args) {
HelloWorldDisplay displayPanel = new HelloWorldDisplay();
JButton okButton = new JButton("OK");
ButtonHandler listener = new ButtonHandler();
okButton.addActionListener(listener);
JPanel content = new JPanel();
content.setLayout(new BorderLayout());
content . add(displayPanel, BorderLayout . CENTER);
content.add(okButton, BorderLayout.SOUTH);
JFrame window = new JFrame("GUI Test");
window. setContentPane(content);
window.setSize(250,100);
window. setLocation(100,100);
window.setVisible(true);
}
}
6.1.1 JFrame and JPanel
In a Java GUI program, each GUI component in the interface is represented by an object in
the program. One of the most fundamental types of component is the window. Windows have
many behaviors. They can be opened and closed. They can be resized. They have "titles" that
are displayed in the title bar above the window. And most important, they can contain other
GUI components such as buttons and menus.
Java, of course, has a built-in class to represent windows. There are actually several different
types of window, but the most common type is represented by the JFrame class (which is
included in the package j avax. swing). A JFrame is an independent window that can, for
example, act as the main window of an application. One of the most important things to
understand is that a JFrame object comes with many of the behaviors of windows already
programmed in. In particular, it comes with the basic properties shared by all windows, such
as a titlebar and the ability to be opened and closed. Since a iFrame comes with these behaviors,
you don't have to program them yourself! This is, of course, one of the central ideas of object-
oriented programming. What a iFrame doesn't come with, of course, is content, the stuff that
is contained in the window. If you don't add any other content to a iFrame, it will just display
a large blank area. You can add content either by creating a iFrame object and then adding
the content to it or by creating a subclass of iFrame and adding the content in the constructor
of that subclass.
CHAPTER 6. INTRODUCTION TO GUI PROGRAMMING
226
The main program above declares a variable, window, of type JFrame and sets it to refer to
a new window object with the statement:
JFrame window = new JFrame("GUI Test");
The parameter in the constructor, "GUI Test", specifies the title that will be displayed in the
titlebar of the window. This line creates the window object, but the window itself is not yet
visible on the screen. Before making the window visible, some of its properties are set with
these statements:
window. setContentPane(content);
window.setSize(250,100);
window. setLocation(100,100);
The first line here sets the content of the window. (The content itself was created earlier in the
main program.) The second line says that the window will be 250 pixels wide and 100 pixels
high. The third line says that the upper left corner of the window will be 100 pixels over from
the left edge of the screen and 100 pixels down from the top. Once all this has been set up, the
window is actually made visible on the screen with the command:
window.setVisible(true);
It might look as if the program ends at that point, and, in fact, the main() routine does end.
However, the the window is still on the screen and the program as a whole does not end until
the user clicks the OK button.
The content that is displayed in a JFrame is called its content pane. (In addition to its
content pane, a JFrame can also have a menu bar, which is a separate thing that I will talk
about later.) A basic JFrame already has a blank content pane; you can either add things
to that pane or you can replace the basic content pane entirely. In my sample program,
the line window. setContentPane (content) replaces the original blank content pane with a
different component. (Remember that a "component" is just a visual element of a graphical
user interface). In this case, the new content is a component of type JPanel.
JPanel is another of the fundamental classes in Swing. The basic JPanel is, again, just
a blank rectangle. There are two ways to make a useful JPanel: The first is to add other
components to the panel; the second is to draw something in the panel. Both of these
techniques are illustrated in the sample program. In fact, you will find two JPanels in the
program: content, which is used to contain other components, and displayPanel, which is
used as a drawing surface.
Let's look more closely at displayPanel. This variable is of type HelloWorldDisplay, which
is a nested static class inside the HelloWorldGUI2 class. (Nested classes were introduced in
51.) This class defines just one instance method, paintComponent (), which
overrides a method of the same name in the JPanel class:
private static class HelloWoridDisplay extends JPanel {
public void paintComponent (Graphics g) {
super .paintComponent (g);
g.drawString( "Hello World!", 20, 30 );
}
}
The paintComponent () method is called by the system when a component needs to be painted
on the screen. In the iPanel class, the paintComponent method simply fills the panel with the
CHAPTER 6. INTRODUCTION TO GUI PROGRAMMING
227
panel's background color. The paintComponent 0) method in HelloWorldDisplay begins by call-
ing super. paintComponent (g). This calls the version of paintComponent 0) that is defined in
the superclass, JPanel; that is, it fills the panel with the background color. (See Subsect 5
for a discussion of the special variable super.) Then it calls g. drawString 0) to paint the string
"Hello World!" onto the panel. The net result is that whenever a HelloWorldDisplay is shown
on the screen, it displays the string "Hello World!".
We will often use JPanels in this way, as drawing surfaces. Usually, when we do this, we will
define a nested class that is a subclass of JPanel and we will write a paintComponent method
in that class to draw the desired content in the panel.
6.1.2 Components and Layout
Another way of using a JPanel is as a container to hold other components. Java has many
classes that define GUI components. Before these components can appear on the screen, they
must be added to a container. In this program, the variable named content refers to a JPanel
that is used as a container, and two other components are added to that container. This is
done in the statements:
content.add(displayPanel, BorderLayout.CENTER);
content.add(okButton, BorderLayout.SOUTH);
Here, content refers to an object of type JPanel; later in the program, this panel becomes the
content pane of the window. The first component that is added to content is displayPanel
which, as discussed above, displays the message, "Hello World!". The second is okButton which
represents the button that the user clicks to close the window. The variable okButton is of
type JButton, the Java class that represents push buttons.
The "BorderLayout" stuff in these statements has to do with how the two components are
arranged in the container. When components are added to a container, there has to be some way
of deciding how those components are arranged inside the container. This is called "laying out"
the components in the container, and the most common technique for laying out components
is to use a layout manager. A layout manager is an object that implements some policy for
how to arrange the components in a container; different types of layout manager implement
different policies. One type of layout manager is defined by the BorderLayout class. In the
program, the statement
content.setLayout(new BorderLayout());
creates a new BorderLayout object and tells the content panel to use the new object as its layout
manager. Essentially, this line determines how components that are added to the content panel
will be arranged inside the panel. We will cover layout managers in much more detail later, but
for now all you need to know is that adding okButton in the BorderLayout . SOUTH position puts
the button at the bottom of the panel, and putting displayPanel in the BorderLayout . CENTER
position makes it fill any space that is not taken up by the button.
This example shows a general technique for setting up a GUI: Create a container and assign
a layout manager to it, create components and add them to the container, and use the container
as the content pane of a window or applet. A container is itself a component, so it is possible
that some of the components that are added to the top-level container are themselves containers,
with their own layout managers and components. This makes it possible to build up complex
user interfaces in a hierarchical fashion, with containers inside containers inside containers...
CHAPTER 6. INTRODUCTION TO GUI PROGRAMMING
228
6.1.3 Events and Listeners
The structure of containers and components sets up the physical appearance of a GUI, but
it doesn't say anything about how the GUI behaves. That is, what can the user do to the
GUI and how will it respond? GUIs are largely event-driven; that is, the program waits
for events that are generated by the user's actions (or by some other cause). When an event
occurs, the program responds by executing an event-handling method. In order to program
the behavior of a GUI, you have to write event-handling methods to respond to the events that
you are interested in.
The most common technique for handling events in Java is to use event listeners. A
listener is an object that includes one or more event-handling methods. When an event is
detected by another object, such as a button or menu, the listener object is notified and it
responds by running the appropriate event-handling method. An event is detected or generated
by an object. Another object, the listener, has the responsibility of responding to the event.
The event itself is actually represented by a third object, which carries information about the
type of event, when it occurred, and so on. This division of responsibilities makes it easier to
organize large programs.
As an example, consider the OK button in the sample program. When the user clicks the
button, an event is generated. This event is represented by an object belonging to the class
ActionEvent. The event that is generated is associated with the button; we say that the button
is the source of the event. The listener object in this case is an object belonging to the class
ButtonHandler, which is defined as a nested class inside HelloWorldGUI2:
private static class ButtonHandler implements ActionListener {
public void actionPerformed(ActionEvent e) {
System. exit (0)
}
}
This class implements the ActionListener interface-a requirement for listener objects that
handle events from buttons. (Interfaces were introduced in Subsection 511.) The event-
handling method is named actionPerf ormed, as specified by the ActionListener interface. This
method contains the code that is executed when the user clicks the button; in this case, the
code is a call to System. exit 0, which will terminate the program.
There is one more ingredient that is necessary to get the event from the button to the
listener object: The listener object must register itself with the button as an event listener.
This is done with the statement:
okButton.addActionListener(listener);
This statement tells okButton that when the user clicks the button, the ActionEvent that is
generated should be sent to listener. Without this statement, the button has no way of
knowing that some other object would like to listen for events from the button.
This example shows a general technique for programming the behavior of a GUI: Write
classes that include event-handling methods. Create objects that belong to these classes and
register them as listeners with the objects that will actually detect or generate the events. When
an event occurs, the listener is notified, and the code that you wrote in one of its event-handling
methods is executed. At first, this might seem like a very roundabout and complicated way to
get things done, but as you gain experience with it, you will find that it is very flexible and
that it goes together very well with object oriented programming. (We will return to events
CHAPTER 6. INTRODUCTION TO GUI PROGRAMMING
229
and listeners in much more detail in Section 6.3 and later sections, and I do not expect you to
completely understand them at this time.)
6.2 Applets and HTML
ALTHOUGH STAND-ALONE APPLICATIONS are probably more important than applets at this (online)
point in the history of Java, applets are still widely used. They can do things on Web pages
that can't easily be done with other technologies. It is easy to distribute applets to users: The
user just has to open a Web page, and the applet is there, with no special installation required
(although the user must have an appropriate version of Java installed on their computer). And
of course, applets are fun; now that the Web has become such a common part of life, it's nice
to be able to see your work running on a web page.
The good news is that writing applets is not much different from writing stand-alone appli-
cations. The structure of an applet is essentially the same as the structure of the JFrames that
were introduced in the previous section, and events are handled in the same way in both types
of program. So, most of what you learn about applications applies to applets, and vice versa.
Of course, one difference is that an applet is dependent on a Web page, so to use applets
effectively, you have to learn at least a little about creating Web pages. Web pages are written
using a language called HTML (HyperText Markup Language). In Subsection 6.2.3, below,
you'll learn how to use HTML to create Web pages that display applets.
6.2.1 JApplet
The JApplet class (in package j avax. swing) can be used as a basis for writing applets in the
same way that JFrame is used for writing stand-alone applications. The basic JApplet class
represents a blank rectangular area. Since an applet is not a stand-alone application, this area
must appear on a Web page, or in some other environment that knows how to display an applet.
Like a JFrame, a JApplet contains a content pane (and can contain a menu bar). You can add
content to an applet either by adding content to its content pane or by replacing the content
pane with another component. In my examples, I will generally create a JPanel and use it as a
replacement for the applet's content pane.
To create an applet, you will write a subclass of JApplet. The JApplet class defines several
instance methods that are unique to applets. These methods are called by the applet's environ-
ment at certain points during the applet's "life cycle." In the JApplet class itself, these methods
do nothing; you can override these methods in a subclass. The most important of these special
applet methods is
public void init()
An applet's init () method is called when the applet is created. You can use the init () method
as a place where you can set up the physical structure of the applet and the event handling
that will determine its behavior. (You can also do some initialization in the constructor for
your class, but there are certain aspects of the applet's environment that are set up after its
constructor is called but before the init () method is called, so there are a few operations
that will work in the init () method but will not work in the constructor.) The other applet
life-cycle methods are start(), stop(), and destroy(). I will not use these methods for the
time being and will not discuss them here except to mention that destroy () is called at the
end of the applet's lifetime and can be used as a place to do any necessary cleanup, such as
closing any windows that were opened by the applet.
CHAPTER 6. INTRODUCTION TO GUI PROGRAMMING
230
With this in mind, we can look at our first example of a JApplet. It is, of course, an applet
that says "Hello World!". To make it a little more interesting, I have added a button that
changes the text of the message, and a state variable, currentMessage, that holds the text of the
current message. This example is very similar to the stand-alone application HelloWorldGUI2
from the previous section. It uses an event-handling class to respond when the user clicks the
button, a panel to display the message, and another panel that serves as a container for the
message panel and the button. The second panel becomes the content pane of the applet. Here
is the source code for the applet; again, you are not expected to understand all the details at
this time:
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
/**
* A simple applet that can display the messages "Hello World"
* and "Goodbye World". The applet contains a button, and it
* switches from one message to the other when the button is
* clicked.
public class HelloWorldApplet extends JApplet {
private String currentMessage = "Hello World!"; // Currently displayed message.
private MessageDisplay displayPanel; // The panel where the message is displayed.
private class MessageDisplay extends JPanel { // Defines the display panel.
public void paintComponent(Graphics g) {
super. paintComponent(g);
g.drawString(currentMessage, 20, 30);
}
}
private class ButtonHandler implements ActionListener { // The event listener.
public void actionPerformed(ActionEvent e) {
if (currentMessage.equals("Hello World!"))
currentMessage = "Goodbye World!";
else
currentMessage = "Hello World!";
displayPanel.repaint(); // Paint display panel with new message.
}
}
/**
* The applet's init() method creates the button and display panel and
* adds them to the applet, and it sets up a listener to respond to
* clicks on the button.
public void init() {
displayPanel = new MessageDisplay();
JButton changeMessageButton = new JButton( "Change Message") ;
ButtonHandler listener = new ButtonHandler();
changeMessageButton. addActionListener(listener);
JPanel content = new JPanel();
content. setLayout (new BorderLayout());
CHAPTER 6. INTRODUCTION TO GUI PROGRAMMING
231
content.add(displayPanel, BorderLayout.CENTER);
content.add(changeMessageButton, BorderLayout.SOUTH);
setContentPane(content);
}
}
You should compare this class with HelloWorldGUI2.java from the previous section. One
subtle difference that you will notice is that the member variables and nested classes in this
example are non-static. Remember that an applet is an object. A single class can be used to
make several applets, and each of those applets will need its own copy of the applet data, so
the member variables in which the data is stored must be non-static instance variables. Since
the variables are non-static, the two nested classes, which use those variables, must also be
non-static. (Static nested classes cannot access non-static member variables in the containing
class; see Subsection 5.7.2.) Remember the basic rule for deciding whether to make a nested
class static: If it needs access to any instance variable or instance method in the containing
class, the nested class must be non-static; otherwise, it can be declared to be static.
6.2.2 Reusing Your JPanels
Both applets and frames can be programmed in the same way: Design a JPanel, and use it to
replace the default content pane in the applet or frame. This makes it very easy to write two
versions of a program, one which runs as an applet and one which runs as a frame. The idea is
to create a subclass of JPanel that represents the content pane for your program; all the hard
programming work is done in this panel class. An object of this class can then be used as the
content pane either in a frame or in an applet. Only a very simple main () program is needed
to show your panel in a frame, and only a very simple applet class is needed to show your panel
in an applet, so it's easy to make both versions.
As an example, we can rewrite HelloWorldApplet by writing a subclass of JPanel. That class
can then be reused to make a frame in a standalone application. This class is very similar to
HelloWorldApplet, but now the initialization is done in a constructor instead of in an init ()
method:
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class HelloWorldPanel extends JPanel {
private String currentMessage = "Hello World!"; // Currently displayed message.
private MessageDisplay displayPanel; // The panel where the message is displayed.
private class MessageDisplay extends JPanel { // Defines the display panel.
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawString(currentMessage, 20, 30);
}
}
private class ButtonHandler implements ActionListener { // The event listener.
public void actionPerformed(ActionEvent e) {
if (currentMessage.equals("Hello World!"))
currentMessage = "Goodbye World!";
CHAPTER 6. INTRODUCTION TO GUI PROGRAMMING
232
else
currentMessage = "Hello World!";
displayPanel.repaint(); // Paint display panel with new message.
}
}
/**
* The constructor creates the components that will be contained inside this
* panel, and then adds those components to this panel.
public HelloWorldPanel() {
displayPanel = new MessageDisplay(); // Create the display subpanel.
JButton changeMessageButton = new JButton("Change Message"); // The button.
ButtonHandler listener = new ButtonHandler();
changeMessageButton.addActionListener(listener);
setLayout(new BorderLayout()); // Set the layout manager for this panel.
add(displayPanel, BorderLayout.CENTER); // Add the display panel.
add(changeMessageButton, BorderLayout.SOUTH); // Add the button.
}
}
Once this class exists, it can be used in an applet. The applet class only has to create an object
of type HelloWorldPanel and use that object as its content pane:
import j avax. swing. JApplet;
public class HelloWorldApplet2 extends JApplet {
public void init() {
HelloWorldPanel content = new HelloWorldPanel();
setContentPane(content);
}
}
Similarly, its easy to make a frame that uses an object of type HelloWorldPanel as its content
pane:
import javax.swing. JFrame;
public class HelloWorldGUI3 {
public static void main(String [ args) {
JFrame window = new JFrame("GUI Test");
HelloWorldPanel content = new HelloWorldPanel();
window. setContentPane(content);
window.setSize(250,100);
window. setLocation(100, 100);
window . setDef ault Close Operat ion( JFr ame . EXITONCL OSE ) ;
window, set Visible (true);
}
}
One new feature of this example is the line
window . setDef ault CloseOperat ion( JFrame . EXITIONCLOSE ) ;
CHAPTER 6. INTRODUCTION TO GUI PROGRAMMING
233
This says that when the user closes the window by clicking the close box in the title bar of the
window, the program should be terminated. This is necessary because no other way is provided
to end the program. Without this line, the default close operation of the window would simply
hide the window when the user clicks the close box, leaving the program running. This brings
up one of the difficulties of reusing the same panel class both in an applet and in a frame: There
are some things that a stand-alone application can do that an applet can't do. Terminating
the program is one of those things. If an applet calls System. exit 0,it has no effect except to
generate an error.
Nevertheless, in spite of occasional minor difficulties, many of the GUI examples in this
book will be written as subclasses of JPanel that can be used either in an applet or in a frame.
6.2.3 Basic HTML
Before you can actually use an applet that you have written, you need to create a Web page
on which to place the applet. Such pages are themselves written in a language called HTML
(HyperText Markup Language). An HTML document describes the contents of a page. A Web
browser interprets the HTML code to determine what to display on the page. The HTML code
doesn't look much like the resulting page that appears in the browser. The HTML document
does contain all the text that appears on the page, but that text is "marked up" with commands
that determine the structure and appearance of the text and determine what will appear on
the page in addition to the text.
HTML has become a rather complicated language. In this section, I will cover just the
most basic aspects of the language. You can easily find more information on the Web, if you
want to learn more. Although there are many Web-authoring programs that make it possible
to create Web pages without ever looking at the underlying HTML code, it is possible to write
an HTML page using an ordinary text editor, typing in all the mark-up commands by hand,
and it is worthwhile to learn how to create at least simple pages in this way.
There is a strict syntax for HTML documents (although in practice Web browsers will do
their best to display a page even if it does not follow the syntax strictly). Leaving out optional
features, an HTML document has the form:
tag, which should be placed at the beginning of every paragraph.
The tag has a matching
, which draws a line-also called a "horizontal rule"
across the page. The hr tag can take several possible modifiers such as width and align. For
example, a horizontal line that extends halfway across the page could be generated with the
tag:
The width here is specified as 50% of the available space, meaning a line that extends halfway
across the page. The width could also be given as a fixed number of pixels.
Many tags require matching closing tags, which take the form
( tag-name)>
For example, the tag at the beginning of an HTML document must be matched
by a closing tag at the end of the document. As another example, the tag
must always have a matching closing tag
later in the document. An opening/closing
tag pair applies to everything that comes between the opening tag and the closing tag. The
tag tells a Web browser to display everything between the
and the
just as
it is formatted in the original HTML source code, including all the spaces and carriage returns.
(But tags between and
are still interpreted by the browser.) "Pre" stands for
preformatted text. All of the sample programs in the on-line version of this book are formatted
using the command.
It is important for you to understand that when you don't use
, the computer will
completely ignore the formatting of the text in the HTML source code. The only thing it pays
attention to is the tags. Five blank lines in the source code have no more effect than one blank
line or even a single blank space. Outside of
, if you want to force a new line on the
Web page, you can use the tag
, which stands for "break". For example, I might give my
address as:
David Eck
Department of Mathematics and Computer Science
Hobart and William Smith Colleges
Geneva, NY 14456
If you want extra vertical space in your web page, you can use several
's in a row.
Similarly, you need a tag to indicate how the text should be broken up into paragraphs.
This is done with the
instead of CHAPTER 6. INTRODUCTION TO GUI PROGRAMMING 235
. (This is mostly useful when used with one short line, or when used with
to make
several short lines.) You can also use
for centered lines. By the way, if tags like
and
tag.) For example, here is HTML code that will place an image from a file named figurel.png on the page. The image is 100 pixels wide and 150 pixels high, and it will appear on the right edge of the page. 6.2.4 Applets on Web Pages The main point of this whole discussion of HTML is to learn how to use applets on the Web. The . A required modifier named code gives the name of the compiled class file that contains the applet class. The modifiers height and width arrequired to specify the size of the applet, in pixels. If you want the applet to be centered on the page, you can put the applet in a paragraph with center alignment So, an applet tag to display an applet named HelloWorldApplet centered on a Web page would look like this:
CHAPTER 6. INTRODUCTION TO GUI PROGRAMMING 237 This assumes that the file HelloWorldApplet. class is located in the same directory with the HTML document. If this is not the case, you can use another modifier, codebase, to give the URL of the directory that contains the class file. The value of code itself is always just a class, not a URL. If the applet uses other classes in addition to the applet class itself, then those class files must be in the same directory as the applet class (always assuming that your classes are all in the "default package"; see Subsecti on2.6.4). If an applet requires more than one or two class files, it's a good idea to collect all the class files into a single jar file. Jar files are "archive files" which hold a number of smaller files. If your class files are in a jar archive, then you have to specify the name of the jar file in an archive modifier in the