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Introduction To Computers and Java: Walter Savitch Frank M. Carrano

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Introduction To Computers and Java: Walter Savitch Frank M. Carrano

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Brandon Kozak
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You are on page 1/ 77

Walter Savitch Frank M.

Carrano

Introduction to Computers and Java


Chapter 1

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

Objectives
Overview computer hardware and software Introduce program design and objectoriented programming Overview the java programming language (Optional) introduce applets and graphics basics

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

Outline
Computer Basics Designing Programs A Sip of Java

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

Computer Basics: Outline


Hardware and Memory Programs Programming Languages and Compilers Java Byte-Code Graphics Supplement

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

Hardware and Software


Computer systems consist of hardware and software.
Hardware includes the tangible parts of computer systems. Software includes programs - sets of instructions for the computer to follow.

Familiarity with hardware basics helps us understand software.

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

Hardware and Memory


Most modern computers have similar components including
Input devices (keyboard, mouse, etc.) Output devices (display screen, printer, etc.) A processor Two kinds of memory (main memory and auxiliary memory).

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

The Processor
Also called the CPU (central processing unit) or the chip (e.g. Pentium processor) The processor processes a programs instructions. It can process only very simple instructions. The power of computing comes from speed and program intricacy.

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

Memory
Memory holds programs data for the computer to process the results of intermediate processing. Two kinds of memory main memory auxiliary memory

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

Main memory
Working memory used to store
The current program The data the program is using The results of intermediate calculations

Usually measured in megabytes (e.g. 256 megabytes of RAM)


RAM is short for random access memory A byte is a quantity of memory

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

Auxiliary Memory
Also called secondary memory Disk drives, CDs, DVDs etc. More or less permanent (nonvolatile) Usually measured in gigabytes (e.g. 50 gigabyte hard drive)

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

10

Bits, Bytes, and Addresses


A bit is a digit with a value of either 0 or 1. A byte consists of 8 bits. Each byte in main memory resides at a numbered location called its address.

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

11

Main Memory
Figure 1.1

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

12

Storing Data
Data of all kinds (numbers, letters, strings of characters, audio, video, even programs) are encoded and stored using 1s and 0s. When more than a single byte is needed, several adjacent bytes are used.
The address of the first byte is the address of the unit of bytes.

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

13

Files
Large groups of bytes in auxiliary memory are called files. Files have names. Files are organized into groups called directories or folders. Java programs are stored in files. Programs files are copied from auxiliary memory to main memory in order to be run.
JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

14

0s and 1s
Machines with only 2 stable states are easy to make, but programming using only 0s and 1s is difficult. Fortunately, the conversion of numbers, letters, strings of characters, audio, video, and programs is done automatically.

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

15

Programs
A program is a set of instructions for a computer to follow. We use programs almost daily (email, word processors, video games, bank ATMs, etc.). Following the instructions is called running or executing the program.

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

16

Input and Output


Normally, a computer receives two kinds of input:
The program The data needed by the program.

The output is the result(s) produced by following the instructions in the program.

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

17

Running a Program
Figure 1.2

Sometimes the computer and the program are considered to be one unit.
Programmers typically find this view to be more convenient.
JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

18

The Operating System


The operating system is a supervisory program that oversees the operation of the computer. The operating system retrieves and starts program for you. Well-known operating systems including: Microsoft Windows, Apples Mac OS, Linux, and UNIX.

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

19

Programming Languages
High-level languages are relatively easy to use
Java, C#, C++, Visual Basic, Python, Ruby.

Unfortunately, computer hardware does not understand high-level languages.


Therefore, a high-level language program must be translated into a low-level language.

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

20

Compilers
A compiler translates a program from a high-level language to a low-level language the computer can run. You compile a program by running the compiler on the high-level-language version of the program called the source program. Compilers produce machine- or assemblylanguage programs called object programs.
JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

21

Compilers
Most high-level languages need a different compiler for each type of computer and for each operating system. Most compilers are very large programs that are expensive to produce.

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

22

Java Byte-Code
The Java compiler does not translate a Java program into assembly language or machine language for a particular computer. Instead, it translates a Java program into byte-code. Byte-code is the machine language for a hypothetical computer (or interpreter) called the Java Virtual Machine.
JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

23

Java Byte-Code
A byte-code program is easy to translate into machine language for any particular computer. A program called an interpreter translates each byte-code instruction, executing the resulting machine-language instructions on the particular computer before translating the next byte-code instruction.

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

24

Compiling, Interpreting, Running


Use the compiler to translate the Java program into byte-code (done using the compile command). Use the byte-code interpreter for your computer to translate each byte-code instruction into machine language and to run the resulting machine-language instructions (done using the run command).
JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

25

Portability
After compiling a Java program into bytecode, that byte-code can be used on any computer with a byte-code interpreter and without a need to recompile. Byte-code can be sent over the Internet and used anywhere in the world. This makes Java suitable for Internet applications.

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

26

Class Loader
A Java program typically consists of several pieces called classes. Each class may have a separate author and each is compiled (translated into bytecode) separately. A class loader (called a linker in other programming languages) automatically connects the classes together.

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

27

Compiling and Running a Program


Figure 1.3

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

28

A Sip of Java: Outline


History of the Java Language Applications and Applets A First Java Application Program Writing, Compiling, and Running a Java Program

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

29

History of Java
In 1991, James Gosling and Sun Microsystems began designing a language for home appliances (toasters, TVs, etc.).
Challenging, because home appliances are controlled by many different chips (processors) Programs were translated first into an intermediate language common to all appliance processors.

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

30

History of Java
Then the intermediate language was translated into the machine language for a particular appliances processor. Appliance manufacturers werent impressed.

In 1994, Gosling realized that his language would be ideal for a Web browser that could run programs over the Internet.
Sun produced the browser known today as HotJava.
JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

31

Applications and Applets


Two kinds of java programs: applications and applets Applications
Regular programs Meant to be run on your computer

Applets
Little applications Meant to be sent to another location on the internet and run there

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

32

A First Java Application


View sample program Listing 1.1

class FirstProgram

Sample Sample screen screen output output

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

33

Some Terminology
The person who writes a program is called the programmer. The person who interacts with the program is called the user. A package is a library of classes that have been defined already.
import java.util.Scanner;

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

34

Some Terminology
The item(s) inside parentheses are called argument(s) and provide the information needed by methods. A variable is something that can store data. An instruction to the computer is called a statement; it ends with a semicolon. The grammar rules for a programming language are called the syntax of the language.
JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

35

Printing to the Screen

System.out.println (Whatever you want to print);

is an object for sending output to the screen. println is a method to print whatever is in parentheses to the screen.
System.out

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

36

Printing to the Screen


The object performs an action when you invoke or call one of its methods
objectName.methodName(argumentsTheMethodNeeds);

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

37

Compiling a Java Program or Class


A Java program consists of one or more classes, which must be compiled before running the program. You need not compile classes that accompany Java (e.g. System and Scanner). Each class should be in a separate file. The name of the file should be the same as the name of the class.
JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

38

Compiling and Running


Use an IDE (integrated development environment) which combines a text editor with commands for compiling and running Java programs. When a Java program is compiled, the byte-code version of the program has the same name, but the ending is changed from .java to .class.

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

39

Compiling and Running


A Java program can involve any number of classes. The class to run will contain the words
public static void main(String[] args)

somewhere in the file

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

40

Programming Basics: Outline


Object-Oriented Programming Algorithms Testing and Debugging Software Reuse

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

41

Programming
Programming is a creative process. Programming can be learned by discovering the techniques used by experienced programmers. These techniques are applicable to almost every programming language, including Java.

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

42

Object-Oriented Programming
Our world consists of objects (people, trees, cars, cities, airline reservations, etc.). Objects can perform actions which affect themselves and other objects in the world. Object-oriented programming (OOP) treats a program as a collection of objects that interact by means of actions.
JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

43

OOP Terminology
Objects, appropriately, are called objects. Actions are called methods. Objects of the same kind have the same type and belong to the same class.
Objects within a class have a common set of methods and the same kinds of data but each object can have its own data values.

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

44

OOP Design Principles


OOP adheres to three primary design principles:
Encapsulation Polymorphism Inheritance

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

45

Introduction to Encapsulation
The data and methods associated with any particular class are encapsulated (put together in a capsule), but only part of the contents is made accessible.
Encapsulation provides a means of using the class, but it omits the details of how the class works. Encapsulation often is called information hiding.

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

46

Accessibility Example
An automobile consists of several parts and pieces and is capable of doing many useful things.
Awareness of the accelerator pedal, the brake pedal, and the steering wheel is important to the driver. Awareness of the fuel injectors, the automatic braking control system, and the power steering pump is not important to the driver.

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

47

Introduction to Polymorphism
From the Greek meaning many forms The same program instruction adapts to mean different things in different contexts.
A method name, used as an instruction, produces results that depend on the class of the object that used the method. Everyday analogy: take time to recreate causes different people to do different activities

More about polymorphism in Chapter ???

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

48

Introduction to Inheritance
Figure 1.4

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

49

Introduction to Inheritance
Classes can be organized using inheritance. A class at lower levels inherits all the characteristics of classes above it in the hierarchy. At each level, classifications become more specialized by adding other characteristics. Higher classes are more inclusive; lower classes are less inclusive.
JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

50

Inheritance in Java
Used to organize classes Inherited characteristics do not need to be repeated. New characteristics are added. More about inheritance in chapter 8

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

51

Algorithms
By designing methods, programmers provide actions for objects to perform. An algorithm describes a means of performing an action. Once an algorithm is defined, expressing it in Java (or in another programming language) usually is easy.

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

52

Algorithms
An algorithm is a set of instructions for solving a problem. An algorithm must be expressed completely and precisely. Algorithms usually are expressed in English or in pseudocode.

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

53

Example: Total Cost of All Items


Write the number 0 on the whiteboard. For each item on the list
Add the cost of the item to the number on the whiteboard Replace the number on the whiteboard with the result of this addition.

Announce that the answer is the number written on the whiteboard.

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

54

Reusable Components
Most programs are created by combining components that exist already. Reusing components saves time and money. Reused components are likely to be better developed, and more reliable. New components should designed to be reusable by other applications.
JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

55

Testing and Debugging


Eliminate errors by avoiding them in the first place.
Carefully design classes, algorithms and methods. Carefully code everything into Java.

Test your program with appropriate test cases (some where the answer is known), discover and fix any errors, then retest.

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

56

Errors
An error in a program is called a bug. Eliminating errors is called debugging. Three kinds or errors
Syntax errors Runtime errors Logic errors

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

57

Syntax Errors
Grammatical mistakes in a program
The grammatical rules for writing a program are very strict

The compiler catches syntax errors and prints an error message. Example: using a period where a program expects a comma

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

58

Runtime Errors
Errors that are detected when your program is running, but not during compilation When the computer detects an error, it terminates the program and prints an error message. Example: attempting to divide by 0

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

59

Logic Errors
Errors that are not detected during compilation or while running, but which cause the program to produce incorrect results Example: an attempt to calculate a Fahrenheit temperature from a Celsius temperature by multiplying by 9/5 and adding 23 instead of 32

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

60

Software Reuse
Programs not usually created entirely from scratch Most contain components which already exist Reusable classes are used
Design class objects which are general Java provides many classes Note documentation on following slide
JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

61

Software Reuse

Description of class Scanner Package names

Class names

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

62

Graphics Supplement: Outline


Objects and Methods A Sample Graphics Applet Drawing Ovals and Circles Size and Position of Figures Drawing Arcs Running and Closing an Applet

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

63

Objects and Methods


Recall that a method is an action which can be performed by an object. In this section, well name our object canvas and well use it to draw figures inside an applet display.

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

64

A Sample Graphics Applet


View sample program Listing 1.2 class HappyFace (page 33)

Sample Sample screen screen output output

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

65

A Sample Graphics Applet


The paint method specifies what is drawn in the applet. The paint method is invoked automatically when the applet is run.

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

66

Screen Coordinate System


Figure 1.6

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

67

Screen Coordinate System


The x-coordinate the the number of pixels from the left. The y-coordinate is the number of pixels from the top (not from the bottom).

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

68

Drawing Ovals and Circles


The drawOval method draws only the outline of the oval. canvas.drawOval(100, 50, 90, 50); The fillOval method draws a filled-in oval. canvas.fillOval(100, 50, 90, 50);

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

69

Drawing Ovals and Circles


The drawOval and fillOval methods take four arguments.
The first two arguments indicate the upper-left corner of an invisible rectangle around the oval. The last two arguments indicate the width and height of the oval.

A circle is just an oval whose height is the same as its width.

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

70

Drawing Ovals and Circles


Figure1.7 The Oval Drawn by
canvas.drawOval(100, 50, 90, 50)

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

71

Size and Positions of Figures


Sizes and positions in a Java applet are given in pixels. Think of the display surface for the applet as being a two-dimensional grid of individual pixels.

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

72

Drawing Arcs
The drawArc method draws an arc.
drawArc(100, 50, 200, 200, 180, 180);

The drawArc method takes six arguments.


The first four arguments are the same as the four arguments needed by the drawOval method. The last two arguments indicate where the arc starts, and the number of degrees through which is sweeps. 0 degrees is horizontal and to the right.
JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

73

Specifying an Arc
Figure 1.8a

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

74

Specifying an Arc
Figure 1.8b

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

75

Running and Closing an Applet


There are two ways to run an applet:
Embed the applet in a Web page and run it Use an applet viewer from the IDE.

There are two corresponding ways to end an applet:


If you are running the applet from a web site, close the page or navigate away from the page If you are using an applet viewer, use the mouse to click the close-window button.
JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

76

Summary
You have completed an overview of computer hardware and software. You have been introduced to program design and object-oriented programming. You have completed an overview of the Java programming language. You have been introduced to applets and graphics basics.

JAVA: An Introduction to Problem Solving & Programming, 5th Ed. By Walter Savitch and Frank M. Carrano. ISBN 0136091113 2009 Pearson Education, Inc., Upper Saddle River, NJ. All Rights Reserved

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