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A COURSE IN JAVA
Cutajar & Cutajar © 2012
The Introduction starts with giving a short definition of the terms used in object oriented programming. This is followed by a brief history and some good properties of Java.
The chapter then introduces the concept of Java programming, by explaining the various steps used to write a simple Java class. The concept of a class is described in detail.
Concepts of OOP
Objects & Classes
To distinguish between an object and a class one may use the analogy of a mobile phone. When we speak of a class we speak of a type of object for example a class of a mobile, maybe a Nokia 370.
A Nokia 370 is not a distinct object – it has no actual colour or number. On the other hand when we speak of my mobile of type Nokia 370 we are specifying a distinct object. It‘s colour is black and the number is 7942816. This is an object - a specific mobile.
You can have many objects of the same class and each object we can call an instance of that class. Tom, Jerry, and Mary can each have a Nokia 370; each an instance of a Nokia 370.
The designer didn't design my mobile but designed the Nokia 370 of which my mobile is an instance. So in programming we design a class and then create new instances of that class.
Abstraction
The essence of abstraction is to extract essential properties while
omitting inessential details.
To keep to our analogy, an abstraction can be considered as a
mobile without any details of how it functions.
All that I am concerned, is that my mobile behaves exactly like
any other mobile of its type, and knowing how to use one
enables me to use any mobile of that type since all I am
concerned is that it provide all facilities offered by a my mobile.
Information Hiding
Information hiding is the principle of segregation of design
decisions in a computer program that are most likely to change,
thus protecting other parts of the program from extensive
modification if the design decision is changed.
The protection involves providing a stable interface which
protects the remainder of the program from the implementation
(the details that are most likely to change).
The user of the mobile is not concerned with the inner workings
of the mobile, but only to how to switch on the mobile and the
functions to use it.
Encapsulation
The concept of encapsulation refers to
building a capsule, in this case a
conceptual barrier, around some
collection of things.
All functions of the mobile are
encapsulated within the case.
This makes the object much more easy
to handle as identical functions are
grouped together in a single mobile.
Methods & Data Values
An object is composed of data values and methods.
Methods are ways to use an object and they normally receive or return a value to or from the object. In our mobile analogy, a subscriber uses the mobile by choosing the function and pass to it, or retrieves from it, the required data
Data values are values contained within the object. They are the properties of that object. These can be instance data values which belong to only one particular instance, or a class data value belonging to all objects of the same class.
Methods act on these data values. Methods which access data values are called accessor methods whilst those which change it are called mutator methods, just like the functions of your mobile.
Java’s Past and Present
The Java language was originally created to solve the
problems surrounding personal digital assistants (PDAs) and
consumer electronic products, such as microwaves and toaster
ovens. The language had to be robust, small, and portable.
However, the Java team discovered that Java‘s design made it
ideal for another purpose: programming on the Internet. In
1993, the World Wide Web was gaining popularity, with its
myriad platforms and operating systems, and it desperately
needed a platform-independent language—so Java found a
new home.
Java Is Platform-Independent
The Java language was designed specifically to be platform-independent.
This means that programs written in Java can be compiled once and run on
any machine that supports Java. So, what exactly does platform-
independence mean, and how does it differ from what was available
before Java?
Traditional compiled programming languages are compiled to machine-
level binary code that is, of course, specific to the machine or platform on
which it is compiled. The advantage is that the compiled binary runs quickly
because it is running in the machine‘s native language. The disadvantage is
that a program written in a traditional language has to be recompiled to
binary code for each different hardware platform before it can be run on
that machine.
On the other hand, traditional interpreted programming languages are
machine-neutral and can be run on various platforms, they generally run
much slower than compiled applications.
The Java Virtual Machine (JVM)
Java has incorporated the best of both worlds. The Java team
created a platform-specific layer, called the Java Virtual
Machine (Java VM), which interfaces between the hardware and
the Java program. When you install a Java-capable browser on
your computer, for example, a copy of the Java interpreter is
also installed, which is what enables your browser to execute
Java applets and your system to run standalone Java programs.
Java interpreter and Java runtime are alternative terms for the
Java Virtual Machine (VM).
The Java VM presents the same interface to any applets that
attempt to run on the system, so to applets, all machines look the
same. The applet itself is compiled into a form of interpretable
code called Java bytecodes. This special form of code can be
run on any platform that has the Java VM installed.
The Bytecode
Bytecodes are a set of instructions that are similar to machine code but are
not processor-specific.
They are interpreted by the Java VM. Sun‘s trademark phrase ―write once,
run anywhere‖ is the promise that is fulfilled by Java.
This, above all other features of the language, is what makes it so essential
for interactive
Web programming. It makes code much safer as it interacts only with the
JVM.
Java Is Object-Oriented
Java is a real object-oriented language, which enables you to
create flexible, modular programs.
It includes a set of class libraries that provide basic data
types, system input and output capabilities, and other utility
functions.
It also provides networking, common Internet protocol, image
handling, and user-interface toolkit functions.
Java‘s object classes provide a rich set of functionality, and
they can be extended and modified to create new classes
specific to your programming needs.
Java Is Easy to Learn
Among the original design goals of the Java team members
was to create a language that was small and robust. Because
they started from scratch, they were able to avoid some of the
pitfalls of other more complex languages. By eliminating things
such as pointers, pointer arithmetic, and the need to manage
memory explicitly, the Java development team made Java one
of the easiest languages to learn. However, you can still do
anything in Java that you can do in traditional languages. If
you have previously used a high-level object-oriented
programming language, such as C++, much of Java will look
familiar to you.
My First Java Program
import javax.swing.*;
/*
My First Java Program:
Displaying a Window
*/
public class MyFirstProgram {
public static void main (String[ ] args) {
JFrame tieqa;
tieqa = new JFrame( );
tieqa.setSize(300, 200);
tieqa.setTitle(―Hello Cutajar‖);
tieqa.setVisible(true);
}
}
filename must be saved as MyFirstProgram.java
comment
import required package
class definition starts here main method starts
declare object of given class
create a new object
call methods of
class JFrame
main method ends
class definition ends
block
use methods
on object
indent
/* Comments */
/* This is a multi-line comment
and ends with */
// This is a single line comment and ends with a return
Everything enclosed within (/*) and (*/) is a comment and is
ignored by the compiler.
Another way to write a single line comment is by starting the
line with a double slash (//), everything until the end of line is
ignored.
Special comments enclosed in (/**) and (*/) are used in
documentation. These are called JavaDoc comments
The Concept of a Class
The example is a class which comprises:
one or more import statements to import libraries (packages)
containing classes of objects already defined
a method called main() having some parameters
a method has a header conveying the method‘s name (main)
a block
a block {enclosed in braces} comprises:
a set of declarations (what you need)
a set of statements (what to do)
each import, declaration or statement end with a semicolon (;)
a class
a method
a block
Object Declaration
When declaring an object we are actually giving a name to
an object of that class.
JFrame tieqa;
class must be already defined
class names start with
uppercase
object names start with
lowercase
tieqa null
JFrame is defined in
javax.swing
Object Creation
When we create an object
Example: tieqa = new JFrame();
we are effectively reserving memory space for an object. This
is when the object really comes in existence.
tieqa = new JFrame( );
calling the creator of
JFrame tieqa
JFrame
Methods - Calling Methods
In Java we call methods on objects. So we use the name of the
object and the method we want to use of that object
separated by a dot. Note that since we call the method of an
object we are only effecting that particular instance. ( We will
see later some exceptions on static classes).
tieqa.setVisible (true);
name of
object parameters to send to method
name of
method
the
dot
account.deposit( 200.0 ); student.setName(“john”);
myMobile.addContact(“maria”);
Method Declaration
When declaring a class the following statements must be
included. This is the main method of which one and only one is
needed for a program to execute.
public static void main ( String args[ ] ) {
access
modifier
scope
modifier return
type
method
name parameters block start
optional
public void deposit ( float amount) { balance = balance + amount;
}
Naming
In the example class illustrates several names
invented by the programmer to identify
classes, objects and variables in general.
Such names are also called identifiers
These identifiers :
cannot be Java keywords:
cannot contain punctuation marks or spaces
must not start with a numeral.
My Window 1stVariable
case
Naming Conventions
It is a common convention to name objects starting with a lower
case letters
We use an uppercase letter to separate words in the identifier.
On the other hand the name of the classes normally start with
an Uppercase letter.
Java is case-sensitive, meaning that lowercase letters and
upper-case letters are totally different letters.
You cannot name two different things with the same name:
myFirstWindow
tieqa
JFrame
Number and number are different
JPanel tieqa;
JFrame tieqa;
This section introduces the building blocks of a program.
It introduces the concepts of primitive and non-primitive
(object) variables, their properties and their behaviour.
The operations among these variables are analysed
here, together with some new related pre-defined
classes.
The concept of constants is also discussed
JAVA Components
Variables
A variable is an entities that can hold a value.
Before it can be used it must first be declared.
A variable has four properties:
An Address,
A memory location to store the value,
whose storage capacity depends on
the type of data to be stored,
The type of data stored in the
memory location, and
The name used to refer to the
memory location. (following the same
naming rules already discussed).
Primitive Data Types
Primitive Data Types
Numeric
Integers
byte
short
int
long
Reals
float
double
char
boolean
Sizes and Ranges of Variables
Declare the type of a
variable only once, as long
as its scope hasn't ended
Variables can be declared
anywhere in the program
int i, j, k; float numberOne, numberTwo; long bigInteger; double bigNumber; int count = 10, height = 34; numberOne = 3.45F;
i = 45;
Assignment Operators
The assignment operator in Java is denoted by a single equals sign:
The variable on the left of the equals sign takes the resulting value
of the evaluation of the expression on the right.
The syntax is: <variable name or identifier> = <expression> ;
Normally on the left of the expression is the name of a variable
and on the right evaluates to a value which is assigned to the
variable. The left hand is called l-value.
In Java the overall result of the RHS expression is returned, allowing
the LHS to be assigned too as follows:
Other Assignment Operators
There are also other assignment operators:
Mixed Types Expressions
When terms of an expression are of different types, the
processor ‗coerces‘ values to a consistent type.
Coercion may cause a short to become long. (promotion) or a
long into a short (demotion).
If you wish to override coercion you may include a cast to
specify the precise promotion or demotion required.
This expression is called a mixed expression:
float x; int y;
x*y
Automatic Promotion
The data types of the operands in mixed expressions are
converted, based on the promotion rules.
The promotion rules ensure that the data type of the
expression will be the same as the data type of an operand
whose type has the highest precision.
Explicit Type Casting
Instead of relying on the promotion rules, we can make an
explicit type cast by prefixing the operand with the data type
using the following syntax: (<data type> ) <expression>
(float) x / 3
(int) (x / y * 3.0)
Convert x and result to float
Convert result to int
Implicit Type Casting
Consider the following expression:
The result of 3 + 5 is of type int. However, since the variable
x is double, the value 8 (type int) is promoted to 8.0 (type
double) before being assigned to x.
double x = 3 + 5;
int x = 3.5;
Demotion is not allowed higher precision
boolean
Another primitive data types in Java is boolean which has
only two possible values: true or false.
Use this data type for simple flags that track true/false
conditions.
This data type represents one bit of information, but its "size"
isn't something that's precisely defined.
boolean found = false;
Enumerated Data Types
An enum type is a kind of class definition.
The possible enum values are listed in the curly braces,
separated by commas.
By convention the value names are in upper case as are
actually constants.
public enum Shape { RECTANGLE, CIRCLE, LINE }
chars
The char data type is a single 16-bit Unicode
character.
Note that the single apostrophes delimit a
character. The double quotes (―) delimit a string
of characters.
Addition (+) between characters and strings
produces a concatenation and is stored in a
string
Note the difference
between 1 and „1‟
The code of „1‟ is 49 and not 1
String s = „A‟ + „B‟
Character order
Characters in java have an ordinal value, thus there is an order
between them:
This means that you can even compare characters between
them.
Strings
A string constant consists of a sequence of characters separated by double
quotes. There are close to 50 methods defined in the String class.
Note that a String is not a primitive data type but a class, and likewise
behaves like one. We say that Strings are immutable (cannot change value).
Notice the difference between primitive data types like strings. In primitive
data type the contents of the variable is the value, while in referenced data
type the contents is a pointer (address) of the location where the object
starts.
String name;
name = new String(“Johnny Java”); name null
name J o h n n y J a v a
index starts
at 0
pointer to where
string starts
The String Class
A very commonly used class of the java.lang package is the
Sting class. Note that the java.lang package doesn't need to
be imported as it is imported directly by default by java.
There are various methods defined in the String class, to
mention a few, for an object str of class String:
str.substring(i,j) will return a new string by extracting characters of str
from position i to j-1 where 0 <= i < length of str, 0 < j <= length
of str, and i <=j.
str.length() will return the number of characters in str.
str.indexOf(substr) will return the first position substr occurs in str.
Primitive Data Types
Numerical data , boolean and chars are called primitive data types.
For Primitive Data Types:
1. Allocate memory for variables.
2. Values are placed in the memory locations of the variable
3. If one of them say firstNumber gets reassigned the new value will overwrite the
old one. The value of 234 is overwritten by 187
int firstNumber; int secondNumber; firstNumber = 234; secondNumber = 87;
firstNumber = 187;
firstNumber
secondNumber
firstNumber 234 secondNumber 87
firstNumber 187
Referenced Data Types
Objects (including Strings) are called reference data types, because their
contents is an addresses that refers to a memory locations where the objects
are actually stored.
For Objects:
1. Allocate memory for variables.
2. An object is created and its address is stored in the variable to point at it.
3.The reference to another object overwrites the reference in customer.
4. The reference in customer is assigned to client. So both point at the same object
Customer customer, client; customer = new Customer(“John”); customer = new Customer(“Mary”); client = customer;
customer J o h n J o h n
M a r y
customer
client
customer M a r y
client
customer
Wrapper Classes
A wrapper is a class that contains data or an
object of a specific type and has the ability of
performing special operations on the data or
object.
Most common wrapper classes are for the
primitives.
Note that since wrapper classes are classes in all
effects, by convention they start with uppercase.
Reasons for wrapper around the primitives:
Converting from character strings to numbers
and then to other primitive data types.
A way to store primitives in an object.
A way of passing primitive data types by
reference.
Primitive Wrapper
boolean Boolean
byte Byte
char Character
double Double
float Float
int Integer
long Long
short Short
void Void
Double myDouble = new Double("10.5");
Autoboxing
Autoboxing, introduced in Java 5, is the automatic conversion
the Java compiler makes between the primitive (basic) types
and their corresponding object wrapper classes (eg, int and
Integer, double and Double, etc).
The underlying code that is generated is the same, but
autoboxing provides a sugar coating that avoids the tedious
and hard-to-read casting typically required by Java
Collections, which can not be used with primitive
Double myDouble = 10.5;
Converting Back to Primitives
Here are some examples to convert back to basic types
Wrapper class Method Example (for converting back to primitives)
Integer parseInt Integer.parseInt(“25”) gives 25
Integer.parseInt(“25.3”) gives an error
Long parseLong Long.parseLong(“25”) gives 25L
Long.parseLong(“25.3”) gives an error
Float parseFloat Float.parseFloat(“25.3”) gives 25.3F
Float.parseFloat(“abc”) gives an error
Double parseDouble Double.parseDouble(“25”) gives 25.0
Double.parseDouble(“abc”) gives an error
Arithmetic Operators
We have already used and seen some of these as they are the
basic arithmetic operations whose function is intuitive.
Increment and Decrement
Java has two special operators for incrementing or
decrementing a variable by one.
These may either be prefix (before the variable) or postfix
(after the variable).
if you include i++ as a term of a larger expression, the original
value of i is used and afterwards incremented or decremented in
case of i--
if you include ++i or --i as a term of a larger expression, the new
value of i is used.
Comparison
Each comparison using one of the six infix operators below will
produce a boolean result of true or false.
Evaluation is from left to right and is short circuit.
Short circuit means that if the operation is an ―and‖ and the first
clause evaluates to false, the rest of the clauses are not
evaluated.
Similarly if the operation is an ―or‖ and the first clause is true
the rest are omitted.
Chaining Logical Conditions
NOT The logical not is a prefix operator.
AND & OR
The truth tables of the && (and) and the ||
(or) operations shown below indicate that the
two operations are commutative. For example
(i && j) produces the same result as (j && i)
int i = 10, j = 28; boolean valid;
valid = ((i < 12) && (j <15));
Conditional Assignment Operator
The conditional assignment (ternary) operator provides an in-
line if/then/else.
If the condition is true, the expression after the ―?‖ is evaluated and
returned as a result of the statement.
If the condition is false, the expression after the ―:‖ is evaluated and
returned as a result of the statement.
Bitwise Operators
Bitwise operators are used only with operands of integral
types
Example of Bitwise Operators
Precedence and Associativity
Precedence of Operators
Java treats operators with different
importance, known as precedence.
There are in all 15 levels of
precedence. In general, the unary
operators have a higher precedence
over the binary operators and
parentheses can always be used to
improve clarity in the expression.
Associativity of Operators
For two operators of equal precedence
a second rule, ―associativity‖ applies.
Associativity is either ―left to right‖ (left
operator first) or ―right to left‖ (right
operator first):
Constants
We can change the value of a variable. If we want the value
to remain the same, we use a constant.
To specify the exact type of literal constants, one can use the
L,F and D or l,f and d to define the precision for numerals.
We then use the reserved keyword final to lock it.
final double PI = 3.14159D; final int MONTH_IN_YEAR = 12;
final short FARADAY_CONSTANT = 23060;
As a convention we use uppercase letters
separated by underscores for
constants
The Math Class
The Math class in the
java.lang package
contains class methods for
commonly used
mathematical functions.
Most methods of the Math
class are static and
therefore there is no need
to instantiate any new
object of the Math class
before using it.
Most Math class methods
generate a double type, so
pa attention to precision
errors
Method Description
abs(a) Absolute value of a
exp(a) Natural number e raised to the power of a.
log(a) Natural logarithm (base e) of a.
floor(a) The largest whole number less than or equal to a.
max(a,b) The larger of a and b.
min(a,b) The smaller of a and b
pow(a,b) The number a raised to the power of b.
sqrt(a) The square root of a.
sin(a) The sine of a. (Note: all trigonometric functions are
computed in radians) Similarly cos and tan
random() Returns a double value with a positive sign, greater
than or equal to 0.0 and less than 1.0.
round(a) Returns the closest integer value, if a is double it
returns long, if float it returns int
toRadians(a) Converts the value of a in degrees to radians
//Generate a random number between 1 and 100
int r = (int)Math.round(1+Math.random()*99);
Op Summary
Here is a summary of the
operators used in Java.
B.E.D.M.A.S
In most simple cases it easier
to remember the precedence
of operators using the slightly
modified BEDMAS (Brackets
Exponent Division
Multiplcation Addition and
Subtraction). As a general
rule, instead of relying on
memory, in case of doubt, use
the brackets to make the
precedence you desire.
Example
public class Matematika{ public static int random(int startRange, int endRange){ int answer = (int) (startRange+Math.random()*(endRange-1)); return answer; } public static int power(int base, int exponent){ int answer = (int)Math.round(Math.exp(Math.log((double)base)*exponent)); return answer; } public static boolean isEven(int n){ return (n%2) == 0; } public static double sin(double degrees){ double radians = degrees*2*Math.PI/360D; double answer = Math.sin(radians); return answer; }
}
Example main program and Output
public class UseMatematika{ public static void main (String args []){ int number1 = 1; int number2 = 6; int number3 = 2; int dice = Matematika.random(number1,number2); System.out.println("The first roll of the die gave: "+dice); double result = Matematika.power(number3, number2); System.out.println(number3+" to the power of "+number2+" = "+result); System.out.println("Sine of 30 degrees is: "+Matematika.sin(30D)); System.out.println(number1+" is even ? "+Matematika.isEven(number1)); }
}
In this section we start constructing our own classes.
First we discuss the standard input and standard output
which we need throughout the course to make our
programs interactive.
Secondly we deal with how classes are defined. Various
aspects of the data and methods will be described,
among which the most important is the constructor.
Programming Elements
The Standard Input – The Keyboard
The technique of using System.in to input data is called
standard input. We can only input a single byte using System.in
directly, so to input primitive data values, we use the Scanner
class. Method Example
nextByte( ) byte b=kb.nextByte( );
nextDouble( ) double d=kb.nextDouble( );
nextFloat( ) float f=kb.nextFloat( );
nextInt( ) int i=kb.nextInt( );
nextLong( ) long l=kb.nextLong( );
nextShort( ) short s=kb.nextShort( );
next() String str=kb.next();
useDelimiter(String) kb.useDelimiter(“\n”);
import java.util.*; … Scanner kb; kb = new Scanner(System.in);
int num = kb.nextInt();
The Standard Output – The Monitor
Using System.out, we can output multiple lines of text to the
standard output window.
We use the print method to output a value to the standard
output window. The print method will continue printing from the
end of the currently displayed output.
We use println instead of print to skip a line.
int x = 123, y = x + x; System.out.println(" Hi John”); System.out.print( " x = “ ); System.out.println( x ); System.out.print( " x + x = “ ); System.out.print( y ); System.out.print(“\n”);
System.out.println( " THE END“ );
Defining a New Class
Learning how to define our own classes is the first step toward
mastering the skills necessary in building large programs.
Classes we define ourselves are called programmer-defined
classes.
{
}
public class
imports
class Name
comments
Data Members
(fields)
Member
Methods
Class Example
import java.util.*; /** * Account Class */ public class Account{ private String name; private String idCard; private float balance; public Account(String n, String id, float b){ name =n; idCard = id; balance = b; } public void deposit(float amount){ balance += amount; } .........
}
Member
Methods
Data Members
(fields)
special method (The Constructor ) which builds the object on
instantiation
imports
class Name
comments
Organizing Classes into a Package
For a class A to use class B, their bytecode files must be
located in the same directory. This is not practical if we want to
reuse programmer-defined classes in many different programs
The correct way to reuse programmer-defined classes from
many different programs is to place reusable classes in a
package.
A package is a Java class library.
import PackageA.*; public class UsePackage{ public static void main (String args[]){ MyFrame newFrame = new MyFrame(); newFrame.setVisible(true); }
}
Compiling and CLASSPATH
CLASSPATH
Specifying where to search for additional libraries in Windows is easily
done by setting the environment variable CLASSPATH, which Java uses
to see where it should find Java programs and libraries.
Account.java BankManager.java
Account.class BankManager.class
Compilation
into bytecode
to JVM +
Parameters
An argument or actual parameter is a value we pass to a
method.
A formal parameter is a placeholder in the called method to
hold the value of the passed argument.
An actual parameter is the actual value passed by the caller
program
public void deposit(float amount){ balance += amount;
}
a1234.deposit(500);
actual parameter formal parameter
in
Account calling method
Matching Actual and Formal Parameters
The number of arguments and the number of parameters must
be equal
Formal and actual parameters are paired left to right, and the
names of the formal and actual parameters are by no means
important for matching.
Each matched pair must be assignment-compatible (e.g. you
cannot pass a double argument to a int parameter)
When we are passing primitive data values, the parameter
passing is by value, so the receiving side cannot alter the
values for the passing side.
When more than one parameter is passed, they are separated
by a comma (,)
Pass-By-Value (by Copy)
The actual parameter (or argument expression) is fully evaluated and the
resulting value is copied into a location being used to hold the formal
parameter's value during method execution. That location is typically a
chunk of memory on the runtime stack for the application (which is how Java
handles it),
public float add(float a, int b){ return a+b;
}
float x = 25.5F
Item.add(x, 25);
25.5
25
25.5
25
a
b
x
no name
literal constant
in main
in
object
matched
by position
memory space of
main
memory space
of object
Pass-By-Reference
As we can pass int and double values, we can also pass an
object to a method. When we pass an object, we are actually
passing the reference (address) of an object. This means a
duplicate of an object is NOT created in the called method, so
object parameters are passed by reference.
public void add(Student a){ a.getName();
}
Student s = new Student();
klassi.add(s);
a
s
Student
memory space
of main
Note on Primitive Parameter Passing
Primitive data arguments are passed to a method by using the pass-by-
value scheme.
Arguments are matched to the parameters from left to right. The data type
of an argument must be assignment-compatible with the data type of the
matching parameter.
The number of arguments in the method call must match the number of
parameters in the method definition.
Parameters and arguments need not have to have the same name.
Local copies of values passed by reference as parameters, which are
distinct from arguments, are created even if the parameters and arguments
share the same name.
Parameters are input to a method, and they are local to the method.
Changes made to the parameters will not affect the value of corresponding
arguments
Access Modifiers
The access modifiers public and private designate the accessibility of data
members and methods.
If a class component (data member or method) is declared private, client
classes cannot access it.
If a class component is declared public, client classes can access it.
Internal details of a class are declared private and hidden from the clients.
This is information hiding.
If none of this is declared, the method or data member becomes package
friendly and can be accessed only from classes in the same package.
class Service { public int memberOne; private int memberTwo; public void doOne() { … } private void doTwo() { … }
}
… Service obj = new Service(); obj.memberOne = 10; obj.memberTwo = 20; obj.doOne();
obj.doTwo();
Guideline for Access Modifiers
Declare the class and instance variables private.
Declare the class and instance methods private
if they are used only by the other methods in the
same class.
Declare the class constants public if you want to
make their values directly readable by the client
programs. If the class constants are used for
internal purposes only, then declare them
private.
Another access modifier is protected. We will
see this one after treating inheritance, as it is
visible by subclasses which inherit the class.
Service +memberOne -memberTwo +doOne()
-doTwo()
private gets (-)
public gets (+)
Class Diagram
Static or Dynamic
Instance methods or variables are associated with an object
and methods use the instance variables of that object. This is
the default.
Static methods use no instance variables of any object of the
class they are defined in.
If you define a method to be static, you will be given a rude
message by the compiler if you try to access any instance
variables. You can access static variables, but except for
constants, this is unusual. Static methods typically take all their
data from parameters and compute something from those
parameters, with no reference to variables.
Typical Static Methods
Static methods typically do some kind of generic calculation.
A good example of this are the many utility methods in the
predefined Math class.
In any program there is only one version of a static method or
variable whilst in dynamic ones there is a new version every
instance created. Thus on static methods there is no need to call
the new statement in the client class as in dynamic classes.
public class Maths{ ... public static double cube(int x) { return (x*x*x); }
...
double result = Maths.cube(3);
no need to create a new object but use the class directly since method
is static
Class Variables and Constants
Class Constants
provide a meaningful description of what the values stand for:
number = UNDEFINED; is more meaningful than number = -1;
provides easier program maintenance. We only need to change the
value in the constant declaration instead of locating all occurrences of
the same value in the program code.
Class Variables
Class variables are there to keep a overall copy of a value shared
among all objects of the same class, say the total number of objects
created, or the sum of money gained from all objects of a vending
machine.
private static final int MAX_NUMBER=6;
caps for constants
private static int minimumBalance;
lower for variables
Class Example – Complex Number
We are used to real numbers, but when we
get to the square root of a negative number
we go in another dimension called the
imaginary numbers. Simply said we denote
sqrt(-1) = i. Thus sqrt(-9) becomes 3i.
A complex number consists of two parts a
real part and an imaginary part. To keep
things simple we shall represent these as
integers.
Suppose we want to create a new data type
in the form of a class to represent complex
numbers.
I
R
The Data Members
First of all we need to define the data required for the
class, namely two integers, one for the real part and
another for the imaginary part.
It is good practice to declare these as private, so that
they are not directly accessible from outside the object.
Methods on the other hand are declared as public so
that the users of this class can communicate with them.
So we begin by declaring the two required fields
Since only methods within the object have access to
these, any bug within their value can be attributed only
to the member methods.
private int real;
private int img;
real
img
member
methods
The Constructor
The constructor is a special member method which initialises an
object when it is created.
We limit, for the time being to set all fields to zero.
The constructor has always the same name as the class and has
no return type. Normally be implement this method as the first
method in the class.
If the constructor is not implemented specifically by the
programmer, will be implemented by Java, resetting all data
members. – The default Constructor public Complex(){ real = 0; img = 0;
}
The Member Methods
These are methods that communicate with the external
environment and act upon the data members of the object.
Note that the constructor does not have a return type. This is
the only method not to have a return type.
Nearly all classes have setter (mutator) and getter (accessor)
methods to set the values of their private data members.
public void setValue(int r, int i){ real = r; img = i; }
public void setReal(int r){ real = r; } public void setImaginary(){ img = i;
}
public void getImaginary(){ return img; } public int getReal(){ return real;
}
Setter (mutator) methods Getter (accessor) methods
Generic methods
Implementation
/**
* Main Class for complex numbers
*/
public class Roots{
public static void main (String args[]){
// Declare and instantiate
Complex number1;
number1 = new Complex();
// Declare and instantiate again
Complex number2 = new Complex();
// Set their value
number1.setValue(2,4);
number2.setValue(5,3);
// Display the two numbers
System.out.println("Number 1 = " +
number1.getReal() + " + " + number1.getImaginary()+"i");
System.out.println("Number 2 = " + number2.getReal() + " + " + number2.getImaginary()+"i");
}
}
/** * Class to represent a complex number */ public class Complex { // The Real Part of the Complex Number private int real; // The Imaginary Part private int img; // The Constructor (Initialiser) public Complex(){ real = 0; img = 0; } // Set the value of the complex number public void setValue(int r, int i){ real = r; img = i; } // Get the real value public int getReal(){ return real; } // Get the imaginary part public int getImaginary(){ return img; }
}
1 1
1
2 2
3
4
3
4
Local Variables
Local variables are declared within a method declaration and
used for temporary services, such as storing intermediate
computation results.
Global Variables are declared outside all methods and can
be seen anywhere within the class.
It is good practice to use local variables as much as possible.
local variable
public double convert(int num) { double result; result = Math.sqrt(num * num); return result;
}
Locals, Parameters & Data Members
An identifier appearing inside a method
can be a local variable, a parameter, or a
data member.
The rules are:
If there‘s a matching local variable
declaration or a parameter, then the
identifier refers to the local variable or the
parameter.
Otherwise, if there‘s a matching data
member declaration, then the identifier
refers to the data member.
Otherwise, it is an error because there‘s no
matching declaration.
Local variables and parameters cannot have
the same name.
class CD { private int n; private String artist; public CD(String n1, int n){ String ident; artist = n1; this.n = n; ident = artist.substring(0,2) } ... }
1 2
3 4
5
3
4
2
1
5
“this” Keyword
If a parameter or local variable
have the same name as a data
member, they hide the global
variable.
Thus a reference to that name
will involve only the local
variable or parameter.
To overcome this, the keyword
―this‖ is used to refer to the
global variable.
―this‖ alone refers to the
constructor of the class.
public Circle(){ this(0D);
}
:Student
this
Method Overloading
The Java programming language supports overloading methods, and Java
can distinguish between methods with different method signatures.
This means that methods within a class can have the same name if they have
different parameter lists.
Overloaded methods are differentiated by the number or the type of the
arguments passed to the method.
You cannot declare more than one method with the same name and the
same number and type of arguments, because the compiler cannot tell them
apart.
The compiler does not consider return type when differentiating methods, so
you cannot declare two methods with the same signature even if they have
a different return type.
Overloading Example
In this code sample, draw(String
s) and draw(int i) are distinct
and unique methods because
they require different argument
types.
Note that a method with a
signature of:
public int draw(int i){
is not permitted because it
distinguishes itself from another
method only on the return type
public class DataArtist { ... public void draw(String s) { ... } public void draw(int i) { ... } public void draw(double f) { ... } public void draw(int i, double f) { ... }
}
Constructor Overloading
The constructor of the class can
be overloaded as all other
methods, and it is normal
practice to provide more than
one constructor method.
this can also be used to call a
different overloaded
constructor of the same object..
Pay Attention: The call to this in
this case must be the first
statement in the constructor.
Circle circle1 = new Circle(3.5d); Circle circle2 = new Circle(); public class Circle{ private double radius; ... public Circle(){ radius = 0; } public Circle(double r){ radius = r; }
}
1
2
2
1
Overloading Complex Constructor
Now that we have other tools at hand we can consider some
modifications to the Complex Numbers class implementation.
First we use the conditional assignment to display properly the
numbers in case the imaginary part is negative and we
provide an additional constructor to initialise a complex
number to a given value.
... Complex number1; number1 = new Complex(3,5); ... System.out.println("Number 1 = " + number1.getReal() + ((number1.getImaginary()>0)?"+":"") + number1.getImaginary()+"i");
public class Complex{ ... public Complex(int r, int i){ real = r; img = i; } ...
} Overloaded constructor to set
values too
The toString() Method
It is recommended that
all subclasses override
this method.
So for our Complex
number class the
toString() method would
look aside.
This method is the
method called when you
try to print the object
directly.
public class Complex{ ... // Overiding the default toString public String toString(){ return(real+((img>0)?"+":"")+img+"i"); } ...
} ... Complex number1; number1 = new Complex(3,5); ... System.out.println("Number 1 = "+number1);
The toString() returns a string representation of the object.
In general, the toString() method returns a string that "textually represents" this
object. The result should be a concise but informative representation that is easy
for a person to read.
Solution is now much more
elegant than previous slide
Text Formatting
The formatter class is used to present a formatted output.
Instead of using the Formatter class on its own it is much more
convenient to use it a a method in the Printstream (System.out)
or in the String classes.
is equivalent to:
System.out.printf("%6d", 498);
Formatter fmt = new Formatter(System.out);
fmt.format("%6d", 498);
int n1=34, n2=9; int n3=n1+n2;
System.out.printf("%3d + %3d = %5d", n1 , n2 , n3);
Formatting Options
When the string
needs to be
formatted without
displaying it, the
String class provides
a static method
format which is
similar to the above.
Flags: The optional
flags is a set of
characters that
modify the output
format.
Integers: % <field width> d
Real Numbers : % <field width> . <decimal places> f
Strings: % s
Hex: %x or %X
Octal: %o
Character %c
Scientific %e or %E
„-‟: left justified „+‟: always include a sign
„(„: negative number in brackets
A better toString for Complex public String toString(){ return(String.format("%d %+di",real,img));
}
These are just some of the
control strings possible in the
printf
always show
sign
Returning Objects
As we can return a primitive data value from a method, we can return an
object from a method too.
We return an object from a method, we are actually returning a reference
(or an address) of an object.
This means we are not returning a copy of an object, but only the reference
of this object public class Roots { public static void main (String args[]){ Complex n1 = new Complex(5,-5); Complex n2 = new Complex(2,-3); Complex n3 = n1.add(n2); System.out.println("Number 1 = "+n1); System.out.println("Number 2 = "+n2); System.out.printf("(%s) + (%s) = %s",n1,n2,n3); }
}
in main
class
result is
assigned to n3
Implementation of add in Complex
public Complex add(Complex num){ Complex result = new Complex(); result.real = num.real+this.real; result.img = num.img+this.img; return result;
}
}
public Complex add( Complex num){
result
this = +
return result
n3
returns a pointer to a class
Complex
method in class
Complex
Here we first consider the selection constructs in java,
namely the if and the switch statements, followed by the
three iterative constructs, namely, the for loop, while loop
and the do while loop.
We also investigate the alternative recursive procedure
to obtain the same things in a more elegant, sometimes
more inefficient way.
Program Control Structures
The Student
Class
public class Student { private String name; private int mark; public Student(){ name = ""; mark = 0; } public Student(String n, int m){ name = n; mark = m; } public void setName(String n){ name = n; } public void setMark(int m){ mark = m; } public String getName(){ return name; } public int getMark(){ return mark; } public boolean equals(Student s){ return this.getName().equals(s.getName()); } public int compareTo(Student s){ return this.name.compareTo(s.getName()); } public String toString(){ return "Name: "+name+" Mark: "+mark; }
}
This example will be used throughout the rest of the
chapters so pay attention
mark
name
member methods
Student
Note: This is overloading
not overriding!
:Student
-name: String
-mark: int
+Student() +Student(String,int) +setName(String); +setMark(int) +getMark():int +getName():String +equals(Student):boolean +compareTo(String):int
+toString():String
Selection Statements
The first selection statement is the if statement.
The else part is optional in this statement
The if Statement
In this syntax, if the boolean expression evaluates to true, the
following statement or block of statements enclosed within
braces is performed, otherwise nothing is executed.
if ( <boolean expression> ) <statement>;
if ( mark < 45 )
System.out.println(“You failed”);
no “then” keyword, we use brackets
instead
use semicolon before else if no
braces are used
The if-else statement
Here, if the boolean expression evaluates to true, the
statement1 or block of statements enclosed within braces is
performed, otherwise Statement2 is performed.
if ( <boolean expression> ) <statement 1>; else <statement 2>;
if ( mark < 45 ) System.out.println(“You failed”); else { System.out.println(“Lucky !! “); mark++;
}
use braces to enclose
more than one statement
No semicolon here!
Boolean Operators && || !
Use boolean operators to join expressions
&& is the logical and operator
|| is the logical or operator
! is the not operator
P Q P && Q P || Q !P
false false false false true
false true false true true
true false false true false
true true true true false
if ( wage > 45000 && holiday == true && !married ) System.out.println(“You can go on holiday to Hawaii”); else { System.out.println(“Go work!!“);
}
Nested if‘s
The else associates
with the nearest if.
Thus braces must be
used to impose the
required association.
Use of nested if‘s
can be a bit
confusing at times
and it is sometimes
preferred to use the
switch statement.
Comparing Objects
With primitive data types, we have only one way to compare
them, but with objects (reference data type), we have two
ways to compare them
We can test whether two variables point to the same object (use ==), or
We can test whether two distinct objects have the same contents.
Proper way to compare the contents‖
String str1 = new String("Java"); String str2 = new String("Java"); if (str1.equals(str2)) { System.out.println("They are equal"); } else { System.out.println("They are not equal"); }
same sequence of
characters
Comparing Objects with ==
String str1 = new String("Java"); String str2 = new String("Java"); if (str1 == str2) { System.out.println("They are equal"); } else { System.out.println("They are not equal");
}
String str1 = new String("Java"); String str2 = str1; if (str1 == str2) { System.out.println("They are equal"); } else { System.out.println("They are not equal");
}
J a v a
str1
str2
str1 J a v a
str2 J a v a
equals Implementation in Complex
public class Roots{
public static void main (String args[]){
Complex number1 = new Complex(2,-5);
Complex number2 = new Complex(2,-5);
System.out.println("Number 1 = "+number1);
System.out.println("Number 2 = "+number2);
if(number1.equals(number2))
System.out.println("They are equal");
}
}
public boolean equals(Complex other){ return ((this.real==other.real) && this.img==other.img));
}
method in class
Complex
in main
class
if ((this.real==other.real)&&(this.img==other.img)) return true; else
return false;
useless
code
We will see a better
implementation
later
The switch Statement
The switch statement avoids a lot of nested if‘s
Note:
Only integral constants may be tested
If no condition matches, the default is executed
If no default, nothing is done (not an error). There can be
only one default
The break is a must! otherwise all statements from the
matched case onwards are executed
Syntax of the switch Statement
Example of the switch Statement
System.out.print("Input number of legs: "); int legs = keyboard.nextInt(); switch(legs){ case 0: System.out.println("There's something fishy!"); break; case 1: case 3: case 5: System.out.println("That's odd!"); break; case 6: System.out.println("There must be a bug!"); System.out.println("Get it debugged"); break; default:System.out.println("It's a sort of creature");
}
float f switch (f) { case
2:
switch (i) {
case 2*j:
Iterations (Repetitive Statements)
Repetition statements control a block of code to be executed
for a fixed number of times or until a certain condition is met.
Count-controlled repetitions terminate the execution of the
block after it is executed for a fixed number of times.
Sentinel-controlled repetitions terminate the execution of the
block after one of the designated values called a sentinel is
encountered.
Repetition statements are also called loop statements.
The while statement (A Pretested Loop)
int sum = 0, number = 1; while ( number <= 100 ) { sum += number; number++;
}
while ( number <= 100 );
{
The do-while Statement (Post-tested)
Use this when you want to loop at least once.
Ideal for keyboard entry validation.
int sum = 0, number = 1; do { sum += number; number++;
} while ( sum <= 1000000 );
for loops (Another Pretested loop)
for Loops Examples
for (int j = 2; j < 40; j *= 2) for (int c = 1; c <=3, c++){ for (int r= 1, r <=3, r++){ int product = r * c; System.out.print (“ “ + product); } //finished one row; move on to next row System.out.println(“”);
}
for(int i=0; i < 3 ; i++)
int count =2;
actually a declaration and an assignment. so use
braces or separate
Watch out!
Watch out for the off-by-one error (OBOE).
Make sure the loop body contains a statement that will
eventually cause the loop to terminate.
Make sure the loop repeats exactly the correct number of
times.
If you want to execute the loop body N times, then initialize the
counter to 0 and use the test condition counter < N or initialize
the counter to 1 and use the test condition counter <= N.
Avoid a semicolon after the boolean expression cause it will
make it an empty loop.
Escape the Block !
‗break‘ takes you out of the present block, and ‗continue‘ will take you at the end
of the end of the body of the loop ie at the next iteration of the body.
You can also escape from a whole nested blocks by using the ‗goto label‘.
All these are interruptions to the normal sequence of operations and should be
very rarely used where the application strictly requires it like the switch statement.
Abuse of these leads to ―spaghetti programming‖
Recursive Algorithms
A recursive method is a method that contains a statement (or
statements) that makes a call to itself.
Example - Factorial
The factorial of N is the product of the first N positive integers:
N! = N * (N – 1) * (N – 2 ) * . . . * 2 * 1
for example 5! = 5 * 4 * 3 * 2 * 1
The factorial of N can be defined recursively as
1 if n =1 factorial (n) =
n * factorial (n-1) otherwise
Factorial Recursive Implementation
Implementing the factorial of N recursively will result in the
following method.
public static long factorial (long m){ if (m == 1) return 1; else return m* factorial(m-1);
} public static long fac(long m ){ return (m==1)? 1 : m*fac(m-1);
}
long k = factorial(4);
in calling program
shorthand
Power Recursive Implementation
Similarly x to the power of y: xy = x * x(y-1)
x if y =1 power(x,y) =
x* power(x,(y-1)) otherwise
public static int power (int x, int y){ if (y == 1) return x; else return ( x* power(x, y-1));
}
int k = power(2,10);
in main
Fibonacci series WHEN NOT TO USE RECURSION
The well known series of Fibonacci goes: 1, 1, 2, 3, 5, 8, 13,
etc ..
Where except for the first two terms, each term is the sum of
the previous two terms. The first two terms are 1.
1 n <= 2 fibonacci(n) =
fibonaccci(n-1)+fibonacci(n-2) otherwise
public static long fibonacci (long n){ if (n <=2) return 1; else return (fibonacci(n-1)+fibonacci(n-2));
}
long k = fibonacci(5);
in main
most of the terms are
recalculated
One of the most important structures in computer science
are arrays which are variables which can hold a number
of values. These are indispensable for making variables
change in loops and for not using too much variable
names.
Other important structure in Java is the String which is a
series (an array) of characters and Patterns which are
regular expressions used for matching strings and are
much helpful in the validation of input data.
Arrays Strings and Patterns
Introduction to Arrays
Array, what is it? An array is a group of variables of the same
data type and referred to by a common name.
An array is contiguous block of memory locations referred by
a common name.
For example to store the marks of 5000 students, you can
declare an array, marks, of size 5000 and can store the marks
of as many students.
int marks[] = new int[5000];
Why are Arrays Needed?
You might come across a situation where you need to store
similar type of values for a large number of data items. For
example to store the marks of all the students of a university,
you need to declare thousands of variables.
In addition, each variable name needs to be unique. To avoid
such situations, you can use arrays.
An array consists of a name and the number of elements of the
array. You can refer to a specific array element by the array
name and the element number, which is known as the index.
Note: - Array index element number always starts with 0(zero)
in Java and ends at one less its length.
Creating Arrays
The length of an array is fixed at the time of its creation. An
array represents related entities having the same data type in
contiguous or adjacent memory locations. The related data
having data items form a group and are referred to by the
same name.
String employee = new String[5];
Here, the employee is the name of the array and of size 5. The
complete set of values is known as an array and the individual
entities are called as elements of the array.
A specific value in an array is accessed by placing the index
value of the desired element in a square bracket.
String bestEmployee = employee[3];
Arrays of Primitive Data Types
Array declaration
<data type> [] <variable name>; or
<data type> <Variable name>[];
Array Creation
<variable> = new <data type> [<size>];
float [] marks; float marks [];
marks = new float[12];
arrays are
objects
Array Initialization
Like other data types, it is possible to declare and initialize an
array at the same time.
Accessing Individual Elements
To access an individual element of an array we use the
following notation:
<variable name> [<index>]
The size of an array is given by a public data member inside
the array class named length;
marks[2] = 97; m1 = marks [1];
public static void main (String args[]){
Scanner keyboard = new Scanner(System.in);
int assessments[] = new int[3];
//get marks
for(int i=0;i<assessments.length; i++){
System.out.print("Enter mark: ");
assessments[i] = keyboard.nextInt();
}
cast number
not result
//calculate total
int total = 0;
for(int i=0;i<assessments.length;i++){
total += assessments[i];
}
float average = (float)total/3;
System.out.println("The average mark is: "+average);
} (float)(total/3);
Variable-Size Declaration
In Java, we are not limited to fixed-size array declaration at
compilation time unlike some other languages.
The following declares an array of size chosen at runtime by
the user:
public static void main (String args[]){
Scanner keyboard = new Scanner(System.in);
int dimension;
System.out.print("Enter dimension of array: ");
dimension = keyboard.nextInt();
float myArray [] = new float [dimension];
} size declared
at runtime
Two-Dimensional Arrays
Two-dimensional arrays are useful in representing tabular
information.
Declaration:
<data type> [][] <variable name> or <data type> <variable name> [][];
Creation:
<variable name> = new <data type> [<size>][<size>];
All together:
int [ ][ ] coefs [ ][ ]; int coefs [ ][ ];
coefr = new int[3][5];
effectively a 2D array
is an array of arrays coefs[4][1]=5;
int x = coefs[3][2]=5;
Access elements
Matrix (Array) Multiplication
Matrix Multiplication Implementation
public static void main (String args[]){
int a[][] = {{5, 2, 0, 10},{3, 5, 2, 5}, {20, 0, 0, 0}};
double b[][] = {{1.50, 0.20},{2.80, 0.40},{5.00, 1.00}, {2.00, 0.50}};
float c [][] = new float [3][2];
for(int i = 0;i< b[0].length; i++){
for(int j = 0;j <a.length;j++){
c[j][i] = 0.0F;
for(int k = 0;k<a[0].length;k++){
c[j][i] += (float)(a[j][k] * b[k][i]);
}
}
}
for( int i =0; i< c.length;i++){
for(int j = 0; j < c[0].length;j++){
System.out.printf(" %6.2f ",c[i][j]);
}
System.out.println("");
}
}
Ragged and Multi-Dimensional
In fact in Java, a two dimensional array is an array of arrays
and so the 2D array is not necessarily rectangular
An array in java is stored row-first.
In fact in Java you can have 3D arrays, 4D arrays to any
dimension you desire. It is hard to visualise but a 3D array is
nothing but an array of 2D arrays, etc.
double[][] tri = new double[4][];
for(int i=0;i<4;i++)
tri[i] = new double[i+1];
double[][] [] threeD = new double[4][4][4];
Arrays of Objects
In Java, in addition to arrays of primitive data types, we can
declare arrays of objects.
An array of primitive data is a powerful tool, but an array of
objects is even more powerful.
The use of an array of objects allows us to model the
application more cleanly and logically.
Student [] klassi;
klassi = new Studnet[6];
klassi[0] = new Student();
klassi[1] = new Student();
2
1
3
1 2
3
Example of 2D Arrays
import java.util.*; public class BestWorst { public static final int SIZE = 3; public static void main (String args[]){ Student [] klassi = new Student[SIZE]; Scanner kb = new Scanner(System.in); kb.useDelimiter("\n"); for(int i = 0; i<klassi.length; i++){ System.out.print("Enter Name & Surname: "); String name = kb.next(); System.out.print("Enter Mark: "); int mark = kb.nextInt(); klassi[i] = new Student(name,mark); }
int bestpos = 0; // assume first to be the best int worstpos = 0; // assume first to be the worst for(int i = 0; i< klassi.length; i++){ if(klassi[i].getMark()>klassi[bestpos].getMark()) bestpos = i; if(klassi[i].getMark()<klassi[worstpos].getMark()) worstpos = i; } System.out.println(klassi[bestpos]); System.out.println(klassi[worstpos]); }
}
to read space between name
and surname
Uses toString in
Student
kb.useDelimiter("\n");
Command-Line Arguments
A Java application can accept any number of arguments from the command line.
This allows the user to specify configuration information when the application is
launched.
When an application is launched, the runtime system passes the command-line
arguments to the application's main method via an array of Strings.
public class HaveMore{
public static void main (String args[]){
if (args.length > 0){
System.out.println("You got some extra stuff: ");
for(int i = 0; i <args.length;i++){
System.out.println(args[i]);
}
}
}
}
Strings
A string is a sequence of characters that is treated as a single value.
Instances of the String class are used to represent strings in Java.
In Java a String object is immutable
This means that once a String object is created, it cannot be changed, such
as replacing a character with another character or removing a character
The String methods we have used so far do not change the original string.
They created a new string from the original. For example, substring creates
a new string from a given string.
Single characters can be accessed using the charAt() method
String r = "Top 20";
r.charAt(1)
Some Useful methods in String
Note: there are far too many methods in class String. See String documentation for a complete list
Different String Creations
Depending on the methods used for creation, Sting pointers
can point either to the same object or different objects:
word1 J a v a
word2 J a v a
J a v a
word1
word2
String word1, word2; word1= new String("Java");
word2= new String("Java");
String word1, word2; word1= "Java";
word2= "Java";
StringBuffers
In many string processing applications, we would like to change
the contents of a string. In other words, we want it to be
mutable.
Manipulating the content of a string, such as replacing a
character, appending a string with another string, deleting a
portion of a string, and so on, may be accomplished by using
the StringBuffer class.
word
L a v a
word
J a v a
StringBuffer word= new StringBuffer(“Java");
word.setCharAt(0,'L');
Patterns - Regular Expressions
A Pattern is called a regular expression.
Rules
The brackets [ ] represent choices
The asterisk symbol * means zero or more occurrences.
The plus symbol + means one or more occurrences.
The hat symbol ^ means negation.
The hyphen – means ranges.
The parentheses ( ) and the vertical bar | mean a range of choices for
multiple characters.
if(entry.matches("(21|27|79|99)[0-9]{6}"))
System.out.println("Valid Telephone Number ");
else
System.out.println("Invalid Telephone Number");
Some Examples
Expression Description
[013] A single digit 0,1 or 3
[0-9][0-9] Any two digit number 00 to 99
[0-9&&[^4567]] A single digit 0,1,2,3,8 or 9
[a-z0-9] Single lower case character or digit
[a-zA-Z][a-zA-Z0-9_$] A valid Java identifier consisting of alphanumeric
characters, underscores and dollar sign, with the first
charcter being an alphabetic character
[wb][qd|eed] Matches wad weed and beed
(AZ|CA|CD)[0-9][0-9] Matches AZxx, CAxx and COxx, where x is a single
digit
Garbage Collection
Garbage collection is the process of automatically finding memory
blocks that are no longer being used ("garbage"), and making
them available again. In contrast to manual deallocation that is
used by many languages, eg C and C++, Java automates this
error-prone process and avoids two major problems:
Dangling references. When memory is deallocated, but not all pointers to it
are removed, the pointers are called dangling references -- they point to
memory that is no longer valid and which will be reallocated when there is a
new memory request, but the pointers will be used as tho they still pointed to
the original memory.
Memory leaks. When there is no longer a way to reach an allocated memory
block, but it was never deallocated, this memory will sit there. If this error of
not deleting the block occurs many times, eg, in a loop, the program may
actually crash from running out of memory.
Javadoc
Many of the programmer-defined classes we design are intended to be
used by other programmers.
It is, therefore, very important to provide meaningful documentation to the
client programmers so they can understand how to use our classes correctly.
By adding javadoc comments to the classes we design, we can provide a
consistent style of documenting the classes.
Once the javadoc comments are added to a class, we can generate HTML
files for documentation by using the javadoc command.
Javadoc comments begins with /** and ends with */
Special information such as the authors, parameters, return values, and
others are indicated by the @ marker
@param @author @return @version
see: http://java.sun.com/j2se/javadoc
Stacks
A programmer‘s stack is a simple concept with wide application. Stacks
can be found in all kinds of programs, at system level and in every
field of application. To maintain the analogy of a physical stack (of
bricks or trays) we draw a programmer‘s stack (of numbers, chars or
even objects) upside down.
A stack may be created, as depicted, from an array of stackable
objects and an integer variable for storing the number of objects
currently stacked (top of stack)
Three functions needed to manage such a stack:
push: Place a new object on the top of the stack
pop: Take the item that is on top of the stack
peep: Take a copy of the item on top of the stack without removing it.
Stack Example - Reversing a String
Using the stack, we can easily reverse a string entered from
the keyboard. public class Stack { private int tos; char stack[] = new char[40]; public Stack() { tos = 0; } public void push(char item){ if (tos <40) stack[tos++] = item; }
public static void main (String args[]){
Scanner kb = new Scanner(System.in);
Stack x= new Stack();
System.out.print("Enter a string: ");
String entry = kb.nextLine();
for(int i = 0; i < entry.length(); i++)
x.push(entry.charAt(i));
for(int i = 0; i < entry.length();i++)
System.out.print(x.pop());
}
public char pop(){ char item=' '; if (tos > 0) item = stack[--tos]; return item; } public char peep(){ char item=' '; if (tos >= 0) item = stack[tos]; return item; }
}
Reverse Polish Notation
Algebraic expressions in conventional form may be expressed in reverse
Polish notation which was devised by the polish logician Jan Lukaciewicz,
which only Poles can pronounce. ‗Reverse because his original order of
operators and operands has been reversed.
As an example of reverse Polish notation:
The reverse Polish expression is easier to evaluate than might appear.
For example let A=6, B=4, C=1, D = 2, F=3, G =7 and H = 5.
With these values the expression to be evaluated is:
Work from left to right taking each item in turn. Whenever you come to an operator,
apply it to the previous two terms, reducing two terms to one:
Implementation of the RPN Stack
The reverse Polish notation would be useful for
evaluating expressions by computer. So how do
you transform an expression such as the one
above:
In addition to the three functions of the stack we
need another function which returns the
precedence of an operator.
This static class should be included in the main
(ReversePolish) class to Calculate the precedence
among operators.
Notice that the left bracket is included in the
precedence table and allocated low
precedence. This is a trick to avoid treating
explicitly the condition ... or is a left bracket ...
private static int prec( char ch){ switch(ch){ case '=': return 0; case '(': return 1; case '+': case '-': return 2; case '*': case '/': return 3; default : return -1; }
}
RPN Algorithm
Implementation of the RPN
import java.util.Scanner; public class ReversePolish{ public static void main (String args[]){ Stack x = new Stack(); Stack y = new Stack(); Scanner kb = new Scanner(System.in); System.out.print("Input: "); String equation = kb.nextLine(); int pos = 0; char token; do{ token = equation.charAt(pos++); switch(token){ case '(': y.push(token); break; case ')': while (y.peep() !='('){ x.push(y.pop()); } y.pop(); break;
case '+': case '-': case '*': case '/': case '=': while((y.peep()!=' ') && (prec(token) <= prec(y.peep()))) x.push(y.pop()); y.push(token); break; default: if ((""+token).matches("[A-Za-z]")) x.push(token); } }while(token != '='); for(int i=0; i<equation.length();i++) y.push(x.pop()); System.out.print("Output: "); for(int i=0; i<equation.length();i++) System.out.print(y.pop()); }
}
In this chapter we investigate in detail what is meant by
inheritance and the other important principle of
polymorphism.
A property of object oriented programming like
overloading and overriding is also shown here in detail.
Cloning of objects is discussed together with how objects
can be compared between them for sorting etc.
Inheritance & Polymorphism
Case Study
Suppose we want to implement a model of class Student that contains both
first year and second year students at the Junior College.
Each student‘s record will contain his or her name, the assessment mark,
and the final exam grade for first years and the assessment mark and
project mark for second years.
The formula for determining if the student passed the year is different for
first and second year students.
There are two ways to design the classes to model first and second year
students.
We can define two unrelated classes, one for first and one for second years.
We can model the two kinds of students by using classes that are related in an inheritance
hierarchy.
Two classes are unrelated if they are not connected in an inheritance relationship
Student Class Hierarchy
For the Class Student example,
we design three classes:
Student
FirstYear
SecondYear
The Student class will incorporate
behavior and data common to
both FirstYear and SecondYear
objects.
The FirstYear class and the
SecondYear class will each
contain behaviours and data
specific to their respective
objects.
Class FirstYear extends Student {
:FirstYear:
-exam
+setExam(int)
+getExam():int
inheritance
hierarchy
-project
+setProject(int)
+getProject():int
:SecondYear:
:Student
#name
#mark
+Srudent() +Student(String,int) +setName(String); +setMark(int) +getMark():int
+getName():String
Protected
data
public
data
Access Modifiers
Access modifiers can be of four types:
private: data members and methods are accessible only to the member
methods of that same class .In UML class diagrams it is denoted by the
minus sign ( -).
protected: data members and methods are accessible to member
methods of that same class and all the in methods in the inherited
subclasses. In diagrams it is denoted by the hash sign (#).
package friendly: data members and methods are accessible by member
methods of all the classes in the same package. When an access
modifier is not specified this is the default access modifier.
public: data members and methods are accessible by all methods. In
diagrams it is denoted by the plus sign(+).
Visibility
:Super
:Sub Super
Sub
Inheritance
hierarchy
Instances accessible
inaccessible
:Client :Sub
:Super
:Super
:Sub
one:Class1 two:Class1
accessibility from
another instance
accessibility from sub to
super
Inheritance and Constructors
Unlike members of a superclass, constructors of a superclass
are not inherited by its subclasses.
You must define a constructor for a class or use the default
constructor added by the compiler.
If the class declaration does not explicitly designate the
superclass with the extends clause, then the class‘s superclass is
the Object class. super is also used to call an overridden
method of a superclass .
super();
calls the superclass‟s constructor.
super.getPassed();
Method Overriding
Overriding is to provide a replacement method in a new class for
one in the superclass.
The superclass too will use your new method in place of its own when
dealing with objects of the subclass type, though it will continue to
use its own method for objects purely of its own type.
In the next example, if you try to print an object of type Student, the
toString method defined in the superclass Student will be used,
otherwise one from the appropriate subclasses will be used on
FirstYear and SecondYear.
We say that the method in either FirstYear or SecondYear has
overridden that in student, which in turn has overridden that defined
in Object.
Subclasses Implementation
public final class FirstYear extends Student{ private int exam; public FirstYear(String n, int m, int e){ super(n,m); exam = e; } public void setExam(int e){ exam = e; } public int getExam(){ return exam; } public final boolean hasPassed(){ return(mark+exam)> 45; } public String toString(){ return(super.toString()+" Exam: "+exam); }
}
public final class SecondYear extends Student{ private int project; public SecondYear(String n, int m, int p){ super(n,m); project = p; } public void setProject(int p){ project = p; } public int getProject(){ return project; } public final boolean hasPassed(){ return(mark+project)> 45; } public String toString(){ return(super.toString()+" Project: "+project); }
}
FIRSTYEAR
CLASS SECONDYEAR
CLASS
Polymorphism
Polymorphism allows a single variable to refer to objects from
different subclasses in the same inheritance hierarchy
For example, if Cat and Dog are subclasses of Pet, then the
following statements are valid:
Creating the college array
We can maintain our class College using an array, combining objects
from the Student, FirstYear, and SecondYear classes.
From the example below we can see that java has selected the
appropriate toString method. It chose that of FirstYear for the first case
and that of SecondYear for the second case. This is called dynamic
method dispatch
Pet fido = new Dog();
Pet felix = new Cat();
Referencing
A reference to a superclass can be used to reference any of its
subclass.
public class Kulegg{
public static void main(String args[]){
Student[] college = new Student[6];
college[0] = new FirstYear("John Cutajar",20,70);
college[1] = new SecondYear("Maria Cutajar",30,60);
System.out.println(college[0]);
System.out.println(college[1]);
}
}
Student s = new FirstYear();
Abstract Classes and Methods
When we define a superclass, we often do not need to create
any instances of the superclass. In this case we must define the
class differently as an abstract class.
Definitions
An abstract class is a class
defined with the modifier abstract OR
that contains an abstract method OR
that does not provide an implementation of an inherited abstract method
An abstract method is a method with the keyword abstract, and it ends
with a semicolon instead of a method body. Private methods and static
methods may not be declared abstract, and no instances can be created
from an abstract class.
Considerations
Case 1: Student Must Be FirstYear or SecondYear
If a student must be either a FirstYear or a SecondYear student, we only
need instances of FirstYear or SecondYear.
Therefore, we must define the Student class so that no instances may be
created of it.
Case 2: Student Does Not Have to be FirstYear or SecondYear.
In this case, we may design the Student class in one of two ways.
We can make the Student class instantiable.
We can leave the Student class abstract and add a third subclass,
OtherStudent, to handle a student who does not fall into the FirstYear or
SecondYear categories.
Which Approach to Use : depends on the particular situation.
The Java Interface
A Java interface includes only constants and abstract methods.
An abstract method has only the method header, or prototype.
There is no method body.
You cannot create an instance of a Java interface.
A Java interface specifies a behavior.
A class implements an interface by providing the method body
to the abstract methods stated in the interface.
Any class can implement the interface.
Inheritance versus Interface
The Java interface is used to share common behaviour (only
method headers) among the instances of different classes.
Inheritance is used to share common code (including both data
members and methods) among the instances of related classes.
In your program designs, remember to use the Java interface
to share common behaviour. Use inheritance to share common
code.
If an entity A is a specialized form of another entity B, then
model them by using inheritance. Declare A as a subclass of B.
Inheritance of an Abstract Class
If a class inherits an abstract class it must either provide an implementation
for abstract method, or declare that method again as abstract.
This is useful to force the programmer to provide a method which cannot be
implemented at the time of definition of the superclass.
At the time of implementation of the Student class we cannot decide if a
student has passed or not since we need either the project or exam mark.
We can force though the descendants to implement such method by
declaring it.
public abstract class Student {
...
college[2] = new Student("Joe Cutajar",20);
public abstract boolean hasPassed();
The Object Class
Class Object is the root of the class hierarchy. Every class has
Object as a superclass. All objects, including arrays, implement
the methods of this class.
Since a pointer to a superclass can point to any subclass, a
pointer to object can practically point to anything since all
classes are subclasses of object.
Some interesting methods inherited from object are:
Object clone(): Creates and returns a copy of this object.
boolean equals(Object obj) : Indicates whether some other object is
"equal to" this one.
String toString(): Returns a string representation of the object. In the
case of an object the classname followed by @ and the hash address
Cloning
Objects in Java are referred using reference types, and there is no direct
way to copy the contents of an object into a new object.
The assignment of one reference to another merely creates another
reference to the same object. Therefore, a special clone() method exists for
all reference types in order to provide a standard mechanism for an object
to make a copy of itself.
Why create a local copy?
The most probable reason for creating a local copy of an object is because you
plan to modify the object, and you don't want to modify the method caller's
object. If you decide that you need a local copy, you can perform the operation
by using the clone() method of the Object class. The clone() method is defined as
protected, but you must redefine it as public in all subclasses that you might want
to clone.
Shallow Copy
The clone() method produces an Object, which must be
recast to the proper type.
The example shows how ArrayList's clone() method
does not automatically try to clone each of the objects
that the ArrayList contains -- the old ArrayList and the
cloned ArrayList are aliased to the same objects.
This is often called a shallow copy, since it's only
copying the "surface" portion of an object.
The actual object consists of this "surface," plus all the
objects that the references are pointing to and all the
objects those objects are pointing to, etc.
This is often referred to as the "Web of objects―.
When you copy the entire mess, it is called a deep
copy.
clonin
g
Cloning Example
public class FirstYear extends Student implements Cloneable{ private int exam; public FirstYear(String n, int m,int e){ super(n,m); exam = e; } .... public String toString(){ return(super.toString()+" Exam: "+exam); } public Object clone(){ try{ return super.clone(); } catch (CloneNotSupportedException e){ return null; } }
}
import java.util.*; public class Cloning{ public static void main( String args[]){ FirstYear john = new FirstYear("John Cutajar",24,50); FirstYear ivan = (FirstYear)john.clone(); FirstYear alias = john; john.setName("Gianni"); System.out.println(john+",\n"+alias+" &\n"+ivan); }
}
The Comparable Interface
This are used for comparing objects in Java. Using these
concepts; Java objects can be sorted according to a
predefined order.
A comparable object is capable of comparing itself with
another object.
The class itself must implements the java.lang.Comparable
interface in order to be able to compare its instances.
This interface requires the particular class which implement it to
provide the implementation of the method compareTo() in
order to be able to compare any two objects of that type.
Comparable Example
import java.util.*; public class Student implements Comparable <Student>{ ... public int compareTo(Student s){ return this.name.compareTo(s.getName()); } ...
} import java.util.*; public class UseSort{ public static void main (String args[]){ ArrayList <Student> c1a3 = new ArrayList<Student> (); c1a3.add(new Student("Pinu Cutajar",78)); c1a3.add(new Student("John Cutajar",98)); c1a3.add(new Student("Maria Cutajar",76)); System.out.println("Unsorted List:"+c1a3); Collections.sort(c1a3); System.out.println("Sorted List:"+c1a3); }
}
The Comparator Class
A comparator object is capable of comparing two different objects.
The class is not comparing its instances, but some other class‘s instances.
This comparator class must implement the java.lang.Comparator interface
and this involves implementing the compare method.
In the previous example, If we need to sort using other fields (say mark) of
the student, we‘ll have to change the Student class‘s compareTo() method to
use those fields. But then we‘ll loose this named based sorting mechanism.
This is not a good alternative if we need to sort using different fields at
different occasions. But no need to worry; Comparator is there to save us.
By writing a class that implements the java.lang.Comparator interface, you
can sort Students using any field as you wish even without touching the
Student class itself; Student class does not need to implement
java.lang.Comparable or java.lang.Comparator interface.
Comparator Example
import java.util.*; public class ListDescending implements Comparator <Student>{ public int compare(Student s1, Student s2){ return (s2.getMark()-s1.getMark()); }
}
import java.util.*; public class UseSort{ public static void main (String args[]){ ArrayList <Student> c1a3 = new ArrayList<Student> (); c1a3.add(new Student("Pinu Cutajar",78)); c1a3.add(new Student("John Cutajar",98)); c1a3.add(new Student("Maria Cutajar",76)); System.out.println("Unsorted List:"+c1a3); Collections.sort(c1a3,new ListAscending()); System.out.println("Sorted Ascending:"+c1a3); Collections.sort(c1a3,new ListDescending()); System.out.println("Sorted Descending:"+c1a3); }
}
import java.util.*; public class ListAscending implements Comparator <Student>{ public int compare(Student s1, Student s2){ return (s1.getMark()-s2.getMark()); }
}
In this chapter we investigate the various data structures
available.
Many of these are implemented from first principles in
java, although java encapsulates much of these in
already made classes which are much easier to use.
The most important structures for storing data are lists
and trees and all incorporated in java Collections.
Data Structure
Abstract Data Types
An Abstract Data Type (ADT) is more a way of looking at a
data structure: focusing on what it does and ignoring how it
does its job.
A stack or a queue is an example of an ADT.
It is important to understand that both stacks and queues can
be implemented using an array. It is also possible to implement
stacks and queues using a linked list.
This demonstrates the "abstract" nature of stacks and queues:
how they can be considered separately from their
implementation.
To best describe the term Abstract Data Type, it is best to
break the term down into "data type" and then "abstract".
Abstract
Lets look at the "abstract" portion of the phrase. The word abstract in
our context stands for "considered apart from the detailed
specifications or implementation".
In Java, an Abstract Data Type is a class considered without regard to
its implementation.
It can be thought of as a "description" of the data in the class and a
list of operations that can be carried out on that data and instructions
on how to use these operations.
What is excluded though, is the details of how the methods carry out
their tasks.
An end user (or class user), should be told is what methods to call, how
to call them, and the results that should be expected, but not HOW
they work.
Data Type
In Java, any class represents a data type, in the sense that a
class is made up of data (fields) and permissible operations on
that data (methods).
By extension, when a data storage structure like a stack or
queue is represented by a class, it too can be referred to as a
data type.
A stack is different in many ways from an int, but they are both
defined as a certain arrangement of data and a set of
operations on that data.
Linked Lists
The implementation of the stack as seen in chapter 5 had a
limitation of size since the size was declared beforehand
during the implementation of the program.
Dynamic memory allocation is used when the size is decided at
run-time. or when we want a particular to be extendible during
execution.
Here we are going to implement a simple linked list made of
nodes, each pointing to the next
Insertion and Deletion
Insertion deletion
Example public class Klassi{ private StudentNode start; public Klassi(){ start = null; } public void add(Student s){ StudentNode scan = start; StudentNode sn = new StudentNode(s); if(scan==null) start=sn; else{ while(scan.getNext()!=null) scan = scan.getNext(); scan.setNext(sn); } } public String toString(){ String list = ""; StudentNode scan = start; while(scan != null){ list += ("\n"+scan); scan = scan.getNext(); } return(list); }
}
public class StudentNode extends Student{ private StudentNode next; public StudentNode(Student s){ super(s.name, s.mark); next = null; } public void setNext(StudentNode s){ next = s; } public StudentNode getNext(){ return next; }
}
The main import java.util.Scanner; public class UseList{ public static final int SIZE = 3; public static void main (String args[]){ Scanner kb = new Scanner(System.in); kb.useDelimiter("\n"); Klassi c1a3 = new Klassi(); for(int i = 0; i < SIZE; i ++){ System.out.print("Enter name & surname: "); String name = kb.next(); System.out.print("Enter mark: "); int mark = kb.nextInt(); Student s = new Student(name,mark); c1a3.add(s); } System.out.println(c1a3); }
}
Doubly Linked Rings
The fundamental record of a doubly linked ring has a pointer
to the previous and next node.
Access to records in a ring is simplified by employing one
record as dummy head as illustrated below.
This device makes it unnecessary to check whether the record
to be added or deleted is next to a fixed head, and if so take
special action (Very messy).
Inserting and Deleting
InsertiNG YOUNG BEFORE OLD
Deleting old
Example – UseRing & Ring Classes
public class RingNode extends Student{ private RingNode prev; private RingNode next; public RingNode(Student s){ super(s.name,s.mark); prev = null; next = null; } public void setPrev(RingNode p){ prev = p; } public RingNode getPrev(){ return prev; } public void setNext(RingNode n){ next = n; } public RingNode getNext(){ return next; }
}
import java.util.Scanner; public class UseRing{ public static final int SIZE = 3; public static void main (String args[]){ Scanner kb = new Scanner(System.in); kb.useDelimiter("\n"); Directory attendance = new Directory(); for(int i = 0; i < SIZE; i ++){ System.out.print("Enter name & surname: "); String name = kb.next(); System.out.print("Enter mark: "); int mark = kb.nextInt(); Student s = new Student(name,mark); attendance.add(s); } System.out.println(attendance); System.out.print("\nEnter student to delete: "); String name = kb.next(); attendance.delete(new Student(name,0)); System.out.println(attendance); }
}
Example - Directory Class
public void add(Student s){ RingNode old = getBefore(s); RingNode young = new RingNode(s); young.setNext(old); young.setPrev(old.getPrev()); old.getPrev().setNext(young); old.setPrev(young); } public void delete(Student s){ RingNode old = find(s); old.getNext().setPrev(old.getPrev()); old.getPrev().setNext(old.getNext()); } public String toString(){ RingNode scan = start.getNext(); String list =""; while (scan != start){ list += "\n"+scan; scan = scan.getNext(); } return list; }
}
public class Directory{ private RingNode start; public Directory(){ start = new RingNode(new Student()); start.setPrev(start); start.setNext(start); } public RingNode getBefore(Student s){ RingNode scan = start.getNext(); while(scan != start && scan.compareTo(s) < 0) scan = scan.getNext(); return scan; } public RingNode find(Student s){ RingNode scan = start.getNext(); while(scan != start && !scan.equals(s)) scan = scan.getNext(); return scan; }
Binary Search Trees
Take some letters to insert:
D, Z, B, E, A, F, C
Bring the first letter, D, to the root of the tree and
store it as a node (Trees grow upside down as do
several metaphors in computing)
Now take the next letter, Z, and bring it to to the
root node. It is ‗bigger‘ than D so go right and make
a new node to contain Z as shown.
Now the third letter, B, It is smaller than D so go and
make a new node.
The next letter , E, is bigger than D so go to the
right. It is smaller than Z so go left. Then make a
new node to contain E as shown here.
In General Insertion
In general, bring the next letter to the root node and compare.
If the new letter as smaller go left, if bigger go right.
Do the same thing as you reach the next node, and so and so
forth until you eventually find no node for comparison (null). At
that stage make a new and store the new letter in it.
Deletion
There are several cases to be considered:
Deleting a leaf: Deleting a node with no children is easy, as we can
simply remove it from the tree.
Deleting a node with one child: Delete it and replace it with its child.
Deleting a node with two children: Call the node to be deleted "N". Do
not delete N. Instead, chose either the oldest of the younger children or
the youngest of the elder children say node, "R". Replace the value of N
with the value of R, then delete R. (Note: R itself have up to one child)
As with all binary trees, a node's in-order successor is the left-
most child of its right subtree, and a node's in-order
predecessor is the right-most child of its left subtree. In either
case, this node will have zero or one children. Delete it
according to one of the two simpler cases above.
Implementation
public static String traverse(order p,Node n){ String list = ""; switch(p){ case IN: if (n !=null){ list = traverse(order.IN,n.getLeft()); list += "->"+ n; list += traverse(order.IN,n.getRight()); } break; case PRE: if (n !=null){ list = "->"+ n; list +=traverse(order.PRE, n.getLeft()); list +=traverse(order.PRE, n.getRight()); } break; case POST: if (n !=null){ list = traverse(order.POST,n.getLeft()); list += traverse(order.POST, n.getRight()); list += "->"+ n; } } return list; }
}
public class Tree{ public static enum order {IN, PRE,POST}; public static Node addNode(Node n, char ch){ if (n == null) n = new Node(ch); else if (ch < n.getData()) n.setLeft(addNode(n.getLeft(),ch)); else n.setRight(addNode(n.getRight(),ch)); return n; }
Tree Traversals
In in-order traversal the tree is traversed as shown on the right . Notice that the arrow runs through the
letters alphabetically. The nodes of this tree can be depicted
and defined easily:
In pre-order traversal the tree is traversed as shown on the left. First the node, then
the left subtree then the right subtree
In post-order traversal the tree is traversed as shown on the right First the left subtree then the right subtree, then the node
itself,
Main and Node Classes public class Node{ private Node left; private Node right; private char data; public Node (char ch){ left = null; right = null; data= ch; } public void setLeft(Node n){ left = n; } public void setRight(Node n){ right = n; } public Node getLeft(){ return left; } public Node getRight(){ return right; } public char getData(){ return data; } public String toString(){ return ""+data; }
}
import java.util.Scanner; public class Garden{ public static void main (String args[]){ Scanner kb = new Scanner(System.in); kb.useDelimiter("\n"); System.out.print("Enter string to shuffle: "); String entry = kb.next(); Node root = null; for(int i = 0; i < entry.length(); i ++) root = Tree.addNode(root,entry.charAt(i)); System.out.println("In Order: "+Tree.traverse(Tree.order.IN,root)); System.out.println("Pre Order: "+Tree.traverse(Tree.order.PRE,root)); System.out.println("Post Order: "+Tree.traverse(Tree.order.POST,root)); }
}
JCF Lists
The java.util standard package contains different types of
classes for maintaining a collection of objects.
These classes are collectively referred to as the Java Collection
Framework (JCF). JCF includes classes that maintain collections
of objects as sets, lists, or maps.
JCF Lists
JCF includes the List interface that supports methods to maintain a
collection of objects as a linear list
L = (l0, l1, l2, . . . , lN)
We can add to, remove from, and retrieve objects in a given list.
A list does not have a set limit to the number of objects we can add to it
Using Lists
To use a list in a program, we must create an instance of a
class that implements the List interface.
Two classes that implement the List interface:
ArrayList or Vector
LinkedList
The ArrayList class uses an array interface to access data.
The LinkedList class uses a technique called linked-node
representation.
ArrayList or Vector
There are various collections in Java
a popular one, very similar to the ArrayList is the Vector.
Here we shall concentrate on ArrayList, although use of Vector is very
similar with method names a bit different.
To use indexOf on ArrayList of Student the equal method must
be added to the student class for proper overriding.
public boolean equals(Object o){ Student s = (Student) o; return s.getName().equals(this.getName());
} override equals not overload it for proper
working of
indexOf()
ArrayList Example System.out.println("\nThere are "+c1a3.size() + " elements: \n"+c1a3); System.out.print("\nEnter student to delete:"); name = kb.next(); s = new Student(name,0); if(c1a3.contains(s)){ int pos = c1a3.indexOf(s); Student t = c1a3.get(pos); System.out.print(“Really delete [Y/N]:("+t+"): "); String reply = kb.next(); if (reply.equalsIgnoreCase("Y")) c1a3.remove(pos); } else System.out.println("Student not found"); System.out.println("\nThere are now "+c1a3.size() + " elements \n"+c1a3); }
}
import java.util.*; public class UseArrayList{ public static void main (String args[]){ Scanner kb = new Scanner(System.in); kb.useDelimiter("\n"); ArrayList <Student> c1a3 = new ArrayList <Student> (); Student s; String name; do{ System.out.print("Enter name & surname: "); name = kb.next(); if (!name.equals("end")){ System.out.print("Enter mark: "); int mark = kb.nextInt(); s = new Student(name,mark); c1a3.add(s); } }while (!name.equals("end"));
JCF Maps
JCF includes the Map interface that supports methods to
maintain a collection of objects (key, value) pairs called map
entries.
To use a map in a program, we must create an instance of a
class that implements the Map interface.
Two classes that implement the Map interface:
HashMap
TreeMap
key value
k0 v0 k1 v1 . -
kn vn
key-value pair
Iterators
Iterators let you process each element of a Collection. Iterators
are a nice generic way to go through all the elements of a
Collection no matter how it is organised. Iterator is an Interface
implemented a different way for every Collection.
import java.util.*; public class UseIterator{ public static void main (String args[]){ ArrayList <Student> c1a3 = new ArrayList <Student>(); c1a3.add(new Student("John",45)); c1a3.add(new Student("Maria",65)); c1a3.add(new Student("Manuel",85)); Iterator p = c1a3.iterator(); while (p.hasNext()) System.out.println(p.next()); }
}
for-each loop
The basic for loop was extended in Java 5 to make iteration
over arrays and other collections more convenient.
This newer for statement is called the enhanced for or for-
each.
This is a very useful method to scan each element in a
collection.
for(Student s: c1a3)
System.out.println(s);
Example - Using TreeMaps import java.util.*; public class UseTrees{ public static void main (String args[]){ Scanner kb = new Scanner(System.in); kb.useDelimiter("\n"); Map <String,Student> c1a3 = new TreeMap <String,Student>(); Student s; String name,id; do{ System.out.print("Enter name & surname or \“end\”: "); name = kb.next(); if (!name.equals("end")){ System.out.print("ID Card Number: "); id = kb.next(); System.out.print("Enter mark: "); int mark = kb.nextInt(); s = new Student(name,mark); c1a3.put(id,s); } }while (!name.equals("end"));
System.out.println("\nThere are "+c1a3.size() + " elements: \n"+c1a3); System.out.print("\nEnter id of student to delete:"); id = kb.next(); s = new Student(name,0); if(c1a3.containsKey(id)) c1a3.remove(id); else System.out.println("Student not found"); System.out.println("\nThere are now "+c1a3.size() + " elements \n"+c1a3); }
}
This chapter includes a good sample of algorithms used
in computer science. Sorts and searches are the most
important at your level - but the rest gives an idea of
how an algorithm is a simple solution to the problem.
Although much of the work is already done in java and
you can find ready made methods which implement these
functions a good knowledge of algorithms is required so
as to give you practice of how to solve your own
customised problems and derive a good algorithm.
Algorithms
The Idea of an Algorithm
Supposed you were asked to fill a 3 x 3 magic square in such a
way that when adding the values in each row, in each column
and even the two diagonals their total is always the same.
You may try all possible combinations and after some time you
may discover the right combination.
You can appreciate that if you had a method how to solve it,
You would reach the answer more quickly.
Discovering this method is discovering ―an algorithm‖.
If you try it by trial and error you would be in trouble when
asked to fill a 5x5 or 7x7 grid.
So the best way is to devise an algorithm or general solution to
the problem if it exists.
Odd Magic Square Algorithm
For this case, for an odd number of sides the algorithm exists
and can be explained as follows:
1. Start by placing 1 in the middle of the top row
2. Move diagonally right and up as if the top side was connected to the
bottom side and the right side to left side.
3. If the square you arrived into is already taken by another number
move one square below the current position.
4. Continue like that until you finish all the square.
Implementation
1. Start by placing 1 in the
middle of the top row
2. Move diagonally right and
up as if the top side was
connected to the bottom
side and the right side to
left side.
3. If the square you arrived
into is already taken by
another number move one
square below the current
position.
4. Continue like that until you
finish all the square.
public class MagicSquare { private static final int SIZE = 3; public static void main (String args[]){ int square[][] = new int[SIZE][SIZE]; int row = 0; int column = SIZE/2; square[row][column] = 1; for(int i = 2; i <= SIZE*SIZE; i++){ row = (row+SIZE-1)%SIZE; column = (column+1)%SIZE; if (square[row][column] != 0){ row = (row+2)%SIZE; column = (column+SIZE-1)%SIZE; } square[row][column] = i; } for(int r = 0; r< SIZE; r++){ for(int c = 0; c <SIZE; c++){ System.out.print("\t"+square[r][c]); } System.out.println(""); } }
}
1
2
3
4
Roman Numbers
Supposed we are asked to decode Roman numbers like
MCMXCII to normal Arabic Numbers.
If we try to do this with the first technique that comes in mind
using if statements, the approach would be a bit complicated.
If we try to think a bit further and device a better solution
using a symbol-state table, the approach would be much
neater.
Assume Roman numerals to be composed of the following
elements, never more than one from each consecutive list:
Roman Automata
The logic of the program is contained in the following symbol-state table:
Take for example the Roman number CIX, Begin with a value of zero. You are in
a state 00 (where the arrow is). Look downfrom symbol C and find 00:03 which
says add 100 to the current value and move to state 03. now in state 3 look
down the symbol I and find 1:11. So add 1 to the value (100+1 = 101) and
move to state 11. Finally in state 11 look down from the symbol X and find
8:15. So you add 8 (101+8 = 109) and move to state 15 a row of empty cells.
There are no more Roman digits, so CIX decodes as 109.
The Coding
public static int romanToArabic(String r){ int state, token, number; state = token = number = 0; boolean valid = true; for(int i = 0; i< r.length() && valid; i++){ for(token = 0; token <7 && r.charAt(i) != symbol[token];++token); long entry = automata[state][token]; valid = (entry != 0); number += entry / 100; state = (int) entry % 100; } return (valid)? number: -1; }
}
public class Roman { private static char symbol[] = { 'M', 'D', 'C', 'L', 'X', 'V', 'I' }; private static final long automata[][] = { {100000, 50001, 10003, 5007, 1006, 512, 111, 0}, { 0, 0, 10002, 5007, 1006, 512, 111, 0}, { 0, 0, 10004, 5007, 1006, 512, 111, 0}, { 80005, 30005, 10004, 5007, 1006, 512, 111, 0}, { 0, 0, 10005, 5007, 1006, 512, 111, 0}, { 0, 0, 0, 5007, 1006, 512, 111, 0}, { 0, 0, 8010, 3010, 1009, 512, 111, 0}, { 0, 0, 0, 0, 1008, 512, 111, 0}, { 0, 0, 0, 0, 1009, 512, 111, 0}, { 0, 0, 0, 0, 1010, 512, 111, 0}, { 0, 0, 0, 0, 0, 512, 111, 0}, { 0, 0, 0, 0, 815, 315, 114, 0}, { 0, 0, 0, 0, 0, 0, 113, 0}, { 0, 0, 0, 0, 0, 0, 114, 0}, { 0, 0, 0, 0, 0, 0, 115, 0}, { 0, 0, 0, 0, 0, 0, 0, 0}, };
The main Class
import java.util.*; public class UseRoman{ public static void main (String args[]){ Scanner kb = new Scanner(System.in); System.out.print("Enter a Roman numeral: "); String entry= kb.next(); int n; if ((n = Roman.romanToArabic(entry)) != -1) System.out.println(n); else System.out.println("Error in Roman numeral"); }
}
Back to the Future
Now we need to translate back from Arabic to Roman
numerals. If we analyze again the Roman literals table, we see
that the same pattern is repeated for units, tens, hundreds and
thousands, the only thing that changes is the symbols for the
singles (I, X, C and M} and for the fivers (V, L and D). For the
teners the symbols are X, C and M.
Implementation
switch(digit){ case 1: literal = ""+s; break; case 2: literal = ""+s+s; break; case 3: literal = ""+s+s+s; break; case 4: literal = ""+s+f; break; case 5: literal = ""+f; break; case 6: literal = ""+f+s; break; case 7: literal = ""+f+s+s; break; case 8: literal = ""+f+s+s+s; break; case 9: literal = ""+s+t; } result = literal+result; }while(n > 0); return result; } else return "Over the end of the Roman Empire"; }
}
public class Arabic{ private static final char [] singles = {'I', 'X', 'C', 'M'}; private static final char [] fivers = {'V', 'L', 'D',' '}; private static final char [] teners = {'X', 'C', 'M',' '}; public static String arabicToRoman(int n){ int count = 0; String result = ""; if(n<4000){ do{ char s = singles[count]; char f = fivers[count]; char t = teners[count++]; String literal = ""; int digit = n%10; n = n/10;
Testing: Roman-Arabic-Roman
To test the previous programs thoroughly we go back to and
front from Arabic to Roman and vice versa. If everything is
correct we should arrive to the original number.
public class TestRoman{ public static void main (String args[]){ boolean test = true; int pos = 0; for (int n = 1; n < 4000 && test; n++){ if (Roman.romanToArabic(Arabic.arabicToRoman(n))!=n){ test = false; pos = n; } } if (test) System.out.println("Test Passed "); else System.out.println("Test Failed first time on: "+pos); }
}
Recursive Binary
An elegant solution to decimal to binary conversion is given by
a recursive approach. In this conversion, we continually divide
by 2 the quotient and take the remainder:
import java.util.*; public class Bins{ public static void main(String args[]){ Scanner kb = new Scanner(System.in); System.out.print("Enter Number in decimal: "); int dec = kb.nextInt(); System.out.println(dec +" in binary is: "+toBinary(dec)); } private static String toBinary(int n){ if (n == 0) return ""; else return toBinary(n/2)+(n%2); }
}
Bubble Sort
The simplest (but slightly
inefficient) sorting
algorithm is the bubble
sort.
In the first pass it compares
two consecutive elements and
swap these if they are out of
order, or leave them as they
are if they are in order.
It thus bubbles the smallest
(lightest) element to the top.
This procedure is repeated
with the rest of the list until
all the list has been sorted.
Time and Space Complexity
Time complexity refers to the proportionality of the time
requirements of the algorithm with n, the number of elements
on which the algorithm is performed on.
It is a measure of the scalabilty of the algorithm. In other
words, what will happen to the time required to perform the
algorithm if the number of elements double, say.
Most algorithms require n comparisons for n passes so their
complexity is O(N2).
Space complexity is the additional space required, In these
only one swapping variable.
Most algorithms require just a space complexity of 1,
independent of the number of elements used.
Implementation
import java.util.*; public class Bubble{ public static void main(String args[]){ Scanner kb = new Scanner(System.in); System.out.print("Enter String to be sorted: "); StringBuffer s = new StringBuffer(kb.next()); System.out.println("Sorted string is: "+binSort(s)); } private static StringBuffer binSort(StringBuffer s){ for(int j = 0; j< s.length()-1;++j){ for(int k = s.length()-1;j<k;--k){ if (s.charAt(k-1) > s.charAt(k)){ char temp = s.charAt(k-1); s.setCharAt(k-1,s.charAt(k)); s.setCharAt(k,temp); } } } return s; }
}
Worst Time Complexity O(N2) Average Time Complexity O(N2)
Space Complexity O(1)
Selection Sort
This is a simple algorithm, very
similar to the procedure adopted
by humans when sorting a bunch
of papers.
On the first run the minimum is found
from the list and swapped with the
first element.
Then the next smallest element is
chosen and swapped with the second
element.
So and so forth with all the elements
in the array.
Implementation
public class Selection{ public static void main(String args[]){ int [] nums = {12, 3, 7, 4, 8}; sSort(nums); for(int i =0; i<nums.length; i++) System.out.print(nums[i]+" "); } public static void sSort(int[] x) { for (int i=0; i<x.length-1; i++) { int minIndex = i; for (int j=i+1; j<x.length; j++) { if (x[minIndex] > x[j]) { minIndex = j; } } if (minIndex != i) { int temp = x[i]; x[i] = x[minIndex]; x[minIndex] = temp; } } }
}
Worst Time Complexity O(N2) Average Time Complexity O(N2)
Space Complexity O(1)
Quicksort
The sorting algorithm called Quicksort was devised by C.A.R.
Hoare and consists of the following procedure:
Take a string of letters to sort:
Set a pointer at either end of the list and a pivot at the middle
of the list.
Move j to the left until it reaches an element less than the one
at the pivot:
Move i to the right until it reaches an element greater than the
one at the pivot:
Swap element at i with that at j
And continue swapping as necessary , until j is less than i
At this stage it is true to say that all elements on the left of i
are less than the element at i, and all elements on the right are
greater than it. We have sorted just one element but we can
apply the same algorithm recursively on both halves on either
side of i;
Quicksort Scenarios
Average Time Complexity O(Nlog(N)) Worst Time Complexity O(N2)
Space Complexity O(log(N))
Implementation
private static int partition (StringBuffer s, int left, int right) { int i = left, j = right; char tmp; int pivot = (left + right) / 2; while (i <= j) { while (s.charAt(i)< s.charAt(pivot)) i++; while (s.charAt(j) > s.charAt(pivot)) j--; if (i <= j) { tmp = s.charAt(i); s.setCharAt(i,s.charAt(j)); s.setCharAt(j,tmp); i++; j--; } } return i; }
}
import java.util.*; public class Quick{ public static void main (String args[]){ Scanner kb = new Scanner(System.in); System.out.print("Enter String to be sorted: "); StringBuffer s = new StringBuffer(kb.next()); qSort(s,0,s.length()-1); System.out.println("Sorted string is: "+s); } private static void qSort (StringBuffer s, int left, int right) { int index = partition(s, left, right); if (left < index - 1) qSort(s, left, index - 1); if (index < right) qSort(s, index, right); }
Mergesort - Divide and Conquer
In computer science, merge sort or mergesort is a
sorting algorithm for rearranging lists (or any other
data structure that can only be accessed
sequentially, e.g. file streams) into a specified
order. It is a particularly good example of the
divide and conquer algorithmic paradigm. The
algorithm was invented by John von Neumann in
1945.
Conceptually, merge sort works as follows:
1. Divide the unsorted list into two sublists of about half the
size
2. Sort each of the two sublists
3. Merge the two sorted sublists back into one sorted list.
Algorithm
mergesort
mergesort
mergesort
merge
merge
merge
public class MSort{ public static void main (String args[]){ int [] nums = {38,27,43,3,9,82,10}; MergeSort.mergeSort(nums); for(int i = 0; i < nums.length; i++) System.out.print(" "+nums[i]); }
}
Worst Time Complexity O(nlog(N))
Average Time Complexity O(nlog(N))
Space Complexity O(N)
Implementation
private static void merge ( int[ ] a, int[ ] tmp, int lPos, int rPos, int rEnd ) { int lEnd = rPos - 1; int tPos = lPos; int numElements = rEnd - lPos + 1; while( lPos <= lEnd && rPos <= rEnd ) if( a[lPos] < a[rPos] ) tmp[tPos++] = a[lPos++]; else tmp[tPos++] = a[rPos++]; while( lPos <= lEnd ) tmp[tPos++] = a[ lPos++ ]; while( rPos <= rEnd ) tmp[tPos++] = a[rPos++]; for( int i = 0; i < numElements; i++, rEnd-- ) a[ rEnd ] = tmp[rEnd ]; }
}
public class MergeSort{ public static void mergeSort( int[] a ) { int [] tmp = new int[ a.length ]; mergeSort( a, tmp, 0, a.length - 1 ); } private static void mergeSort ( int[ ] a, int[ ] tmp,int left, int right ) { if( left < right ) { int center = ( left + right ) / 2; mergeSort( a, tmp, left, center ); mergeSort( a, tmp, center + 1, right ); merge( a, tmp, left, center + 1, right ); } }
Insertion Sort
Insertion sort algorithm is similar to bubble sort. But insertion sort is more efficient
than bubble sort because in insertion sort the elements comparisons are less as
compare to bubble sort.
In insertion sorting algorithm compare the value until all the prior elements are
lesser than compared value.
This means that the all previous values are lesser than compared value.
Insertion sort is a good choice for a small number of nearly-sorted values.
There are more efficient algorithms such as quick sort, heap sort, or merge sort
for large values .
Positive feature of insertion sorting:
It is simple to implement
It is efficient on (quite) small data sets
It is efficient on data sets which are already nearly sorted.
It is very inefficient for large unsorted arrays since it involves large movement of data
Implementation
public class InsertionSort{ public static void main (String args[]){ int [] nums = {12,3,2,7,8,9,1,5}; ISort.insertionSort(nums); for(int i = 0; i < nums.length; i++) System.out.print(" "+nums[i]); }
}
public class ISort{ public static void insertionSort(int array[]){ for (int i = 1; i < array.length; i++){ int j,tmp; for(j=i,tmp=array[i]; j > 0 && array[j-1] > tmp;j--) array[j] = array[j-1]; array[j] = tmp; } }
}
Worst Time Complexity O(N2) Average Time Complexity O(N2)
Space Complexity O(1)
Linear Search
Linear searching is a way to find if a certain element (number
, string , etc. ) is in a specified list.
The list can be in any order, or be completely jumbled and this
search will find the element if it is there.
If the element is found we can return the index where the
element is located in the list.
If the element is not found we can return -1.We can assume no
list will ever have an negative number as an index.
Our approach will be to check every element in the list
consecutively to see if it is what we are looking for.
We will use a loop to cycle through the array.
Implementation
Time Complexity O(n)
Space Complexity O(1)
package DataStructures; import java.util.*; public class LSearch{ public static int search (Vector <Students.Student> klassi,String name){ for(int pos = 0;pos<klassi.size(); pos++){ if(name.equals(klassi.get(pos).getName())) return pos; } return -1; }
}
import java.util.*; public class UseLinear{ public static void main(String args[]){ Vector <Student> c1a3 = new Vector<Student>(); c1a3.addElement(new Student("John Cutajar",78)); c1a3.addElement(new Student("Maria Cutajar",98)); c1a3.addElement(new Student("Martin Cutajar",90)); c1a3.addElement(new Student("Martina Cutajar",76)); int where = LSearch.search(c1a3,"Martin Cutajar"); if(where > 0) System.out.println(c1a3.get(where)); else System.out.println("Student not found"); }
}
Binary Search
A fast way to search a sorted array is to use a binary search.
The idea is to look at the element in the middle.
If the key is equal to that, the search is finished.
If the key is less than the middle element, do a binary search on the first
half.
If it's greater, do a binary search of the second half.
Time Complexity O(log(n))
Space Complexity O(1)
Implementation
public static int binarySearch ( Comparable [ ] a, Comparable x ) { int low = 0; int high = a.length - 1; int mid; while( low <= high ) { mid = ( low + high ) / 2; if( a[ mid ].compareTo( x ) < 0 ) low = mid + 1; else if( a[ mid ].compareTo( x ) > 0 ) high = mid - 1; else return mid; } return -1; }
}
public class BinarySearch { public static void main( String [ ] args ) { int SIZE = 8; int index; Comparable [ ] a = new Integer [ SIZE ]; for( int i = 0; i < SIZE; i++ ) a[ i ] = new Integer( i * 2 ); for( int i = 0; i < SIZE * 2; i++ ) if ((index = binarySearch(a,new Integer(i))) > 0) System.out.println( "Found "+i+" at "+index); }
Towers of Hanoi
The Towers of Hanoi is a mathematical puzzle. It consists of
three rods, and a number of disks of different sizes which can
slide onto any rod.
The puzzle starts with the disks neatly stacked in order of size
on one rod, the smallest at the top, thus making a conical
shape.
The objective of the puzzle is to move the entire stack to
another rod, obeying the following rules:
Only one disk may be moved at a time.
Each move consists of taking the upper disk from one of the rods and
sliding it onto another rod, on top of the other disks that may already be
present on that rod.
No disk may be placed on top of a smaller disk.
Implementation
public class Hanoi { public static void main (String args[]){ hanoi(5,'A','C','B'); } public static void hanoi(int n, char source, char dest, char by){ if (n==1) System.out.println("Move "+n+" from "+source+" to "+ dest); else{ hanoi(n-1, source, by, dest); System.out.println("Move "+n+" from "+source+" to "+ dest); hanoi(n-1, by, dest, source); } }
}
Exceptions are used in programs to make the program more robust
and resilient to errors. By using exceptions the programmer can
handle runtime errors in a graceful manner and not giving the user a
useless debug information.
Java stores data on files by means of streams. The java FileStream
stores bytes or array of bytes into a file. There then exist which
serialize data to bytes:
DataStreams : to serialize primitive data types to bytes
Buffers and writers for text conversion, or
ObjectStreams: to convert objects to stream
Exceptions and IO Streams
Exceptions
An exception represents an error condition that can occur
during the normal course of program execution.
When an exception occurs, or is thrown, the normal sequence
of flow is terminated. The exception-handling routine is then
executed; we say the thrown exception is caught.
If you do not catch an exception, the exception propagates to
the OS, giving a stack trace of the exception
We don't want the user to be prompted with a stack trace and
the display of the listing. We want the program to be robust
and resilient to errors, do its good practice to use exception
handling:
Exception Handling
Getting Exception Information
There are more methods we can call to get information about
the thrown exception:
getMessage()
printStackTrace()
A single try-catch statement can include multiple catch blocks,
one for each type of exception.
catch (InputMismatchException e){ System.out.println(e.getMessage()); e.printStackTrace(); }
Exception Handling
import java.util.*; public class tryExcept{ public static void main (String args[]){ Scanner kb = new Scanner(System.in); boolean valid; int input =0;; do{ valid = true; System.out.print("Enter and integer: "); try { input = kb.nextInt(); } catch (InputMismatchException e){ System.out.println("What sort of integer was that?"); kb.next(); //empty buffer valid = false; } }while(!valid); if(input%2 == 0) System.out.println("Number is even "); else System.out.println("Number is odd"); }
}
try this
if it fails do
this block
Not OK OK
The finally Block
There are situations where we need to take certain actions
regardless of whether an exception is thrown or not.
We place statements that must be executed regardless of
exceptions in the finally block.
int num =0; int total = 0; try { num = kb.nextInt(); } catch (InputMismatchException e){ System.out.println("Must be an Integer: "); num = 0; } finally { total+=num;
}
Multiple Catches
A single try block can have multiple catches attached to it so
as to take different actions according to the type of exception
raised:
System.out.print("Enter an integer: "); try { nums[i++] = kb.nextInt(); } catch (InputMismatchException e){ System.out.println("Must be an integer"); } catch (ArrayIndexOutOfBoundsException e){ System.out.println("Too many integers"); } catch (Exception e){ System.out.println("However something's wrong");
}
put the most generic exception
last
Less or More Generic
Throwable
Error
Exception
AssertionError
RuntimeException
IOException RuntimeException
IllegalArgumentException
NumberFormatException
more
generic
less
generic
There are over 60 classes in this
hierarchy.
NullPointerException
Propagating Exceptions
Instead of catching a thrown exception by using the try-catch
statement, we can propagate the thrown exception back to the
caller of our method.
The method header includes the reserved word throws.
import java.util.*; public class Thrower{ public static void main (String args[])throws NumberFormatException{ Scanner kb = new Scanner(System.in); int num = kb.nextInt(); }
}
Exception Thrower
A method which may throw an exception, either directly or
indirectly, is called an exception thrower. An exception thrower
might be one of two types:
Exception thrower–catcher: which includes a matching catch block.
Exception propagator: which does not contain a matching catch block.
A method may be a catcher of one exception and a
propagator of another.
We can write a method that throws an exception directly, i.e.,
this method is the origin of the exception.
Use the throw reserved to create a new instance of the
Exception or its subclasses.
The method header includes the reserved word throws.
Example import java.util.*; public class Thrower{ public static void main (String args[]){ methodA(); } public static void methodA(){ try{ methodB(); } catch(Exception e){ System.out.println("Problem: "+e.getMessage()); } } public static void methodB()throws Exception{ methodC(5); } public static void methodC(int n) throws Exception{ if (n > 4){ throw new Exception("n is too low"); } }
}
catcher
propagator
thrower
Types of Exceptions
There are two types of exceptions:
Checked. (example: file handling)
Unchecked. (example: reading keyboard entry)
A checked exception is an exception that is checked at compile
time.
All other exceptions are unchecked, or runtime, exceptions. As
the name suggests, they are detected only at runtime.
When calling a method that can throw checked exceptions
Use the try-catch statement and place the call in the try block, or
Modify the method header to include the appropriate throws clause.
When calling a method that can throw runtime (unchecked)
exceptions, this is optional
User-Defined Exceptions
Using the standard exception classes, we can use the getMessage() method to
retrieve the error message.
By defining our own exception class, we can pack more useful information
For example, we may define a OutOfStock exception class and include
information such as how many items to order
AgeInputException can be defined as a subclass of Exception and includes
public methods to access three pieces of information it carries: lower and
upper bounds of valid age input and the (invalid) value entered by the user.
public class MyException extends Exception{ public MyException(){ super("Sorry not my Type"); }
}
catch (MyException e){ System.out.println(e.getMessage());
}
Assertions
The syntax for the assert statement is:
assert <boolean expression>;
where <boolean expression> represents the condition that must be true
if the code is working correctly. If the expression results in false, an
AssertionError (a subclass of Error) is thrown.
Debugging error checking - assert
Use assert statements liberally to debug your own code. Assertions are
very easy to use and are very helpful during testing. You can leave them
in your final code.
Off at runtime.
The disadvantage of assertions is that they are turned off by default
during execution.
Error Processing
Error in user input or action
Allow user to recover gracefully.
If the user makes an error in input, give appropriate feedback and
allow them to correct the error if possible.
Informative message.
It's important to give specific feedback that allows them to correct their
problem. For example a program that produced an "Error in processing"
error message. There is no hint as to whether is was a user input error or
a bug in the program. Bad.
Programmer errors - throw an exception
If you write code that is going to be used by other programmers, it is
especially important to detect errors and throw an exception.
I/O Streams
An I/O Stream represents an input source or an output destination.
A stream can represent many different kinds of sources and destinations,
including disk files, devices, other programs, and memory arrays.
Streams support many different kinds of data, including simple bytes,
primitive data types, localized characters, and objects.
Some streams simply pass on data; others manipulate and transform the
data in useful ways.
File Input and Output - The File Class
To operate on a file, we must first create a File object (from
java.io).
import java.io.*;
File inFile = new File(“data.dat”); File inFile = new File(“c:\\data.dat”);
Absolute path
file created in current working directory where java project
resides
File Flushing and Closing
flush() makes sure everything you have written to file so far is committed to
the hard disk, and the expanded file length is also committed to the disk
directory, with the updated lastModified timestamp committed too.
If you crash the system later, you know at least that much is guaranteed to
be there on disk waiting for you when you reboot.
Since flushing is done automatically when a file is closed, it is good
practice to close the file after use, such that all updates that were done to
the file will be transferred from the temporary memory buffer to disk.
It is also good practice not to leave the file open for the whole program but
just read it contents and close it, working in memory.
You then save again to file before closing.
Low-Level File I/O
To read data from or write data to a file, we must create one of the Java
stream objects and attach it to the file.
A stream is a sequence of data items, usually 8-bit bytes.
Java has two types of streams: an input stream and an output stream.
An input stream has a source (say a file) from m which the data items come,
which allows us to output a sequence of bytes; values of data type byte.
An output stream has a destination (say a file) to which the data items are going
which allows us to read in an array of bytes.
FileOutputStream and FileInputStream are two stream objects that facilitate
file access.
Example
import java.io.*; public class Writing{ public static void main (String args[]) throws Exception{ File outFile = new File("data.dat"); FileOutputStream outStream = new FileOutputStream(outFile); byte [] primes = {1, 2, 3, 5, 7, 11, 13, 17}; outStream.write(primes); outStream.close(); }
}
import java.io.*; public class Reading{ public static void main (String args[]) throws Exception{ File inFile = new File("data.dat"); FileInputStream inStream = new FileInputStream(inFile); int fileSize = (int)inFile.length(); byte [] numbers = new byte[fileSize]; inStream.read(numbers); System.out.print("The primes are: "); for(int i = 0; i < fileSize; i++) System.out.print(" "+numbers[i]); inStream.close(); }
}
High-Level File I/O Streams
FileOutputStream and DataOutputStream are used to output
primitive data values whilst FileInputStream and
DataInputStream are used to input primitive data values
To read the data back correctly, we must know the order and
type of the data stored and their data types
Output Stream Example
import java.io.*; public class DataOut{ public static void main (String args[]) throws IOException{ File oFile = new File("data.dat"); FileOutputStream oFStream = new FileOutputStream(oFile); DataOutputStream oDStream = new DataOutputStream(oFStream); oDStream.writeInt(32); oDStream.writeLong(4500000000L); oDStream.writeFloat(32.5F); oDStream.writeDouble(3.142567D); oDStream.writeChar('J'); oDStream.writeBoolean(true); oDStream.close(); }
}
Input Stream Example
import java.io.*; public class InData{ public static void main (String args[]) throws IOException{ File iFile = new File("data.dat"); FileInputStream iFStream = new FileInputStream(iFile); DataInputStream iDStream = new DataInputStream(iFStream); System.out.println(iDStream.readInt()); System.out.println(iDStream.readLong()); System.out.println(iDStream.readFloat()); System.out.println(iDStream.readDouble()); System.out.println(iDStream.readChar()); System.out.println(iDStream.readBoolean()); iDStream.close(); }
}
Random Access Files
Random access files permit non-sequential, or random, access
to a file's contents.
The following code creates a RandomAccessFile named
cutajar.txt and opens it for both reading and writing:
new RandomAccessFile("cutajar.txt", "rw");
RandomAccessFile supports the notion of a file pointer. The file
pointer indicates the current location in the file.
When the file is first created, the file pointer is set to 0,
indicating the beginning of the file.
Calls to the read and write methods adjust the file pointer by
the number of bytes read or written.
File Pointer Methods
In addition to the normal file I/O methods that implicitly move
the file pointer when the operation occurs, RandomAccessFile
contains three methods for explicitly manipulating the file
pointer:
int skipBytes(int) — forward by the specified number of bytes
void seek(long) — Positions the file pointer just before specified byte
long getFilePointer() — Returns location of the file pointer
Example
import java.io.*; public class RandomAccess { public static void main(String args[]) throws IOException{ File file = new File("epitaph.txt"); RandomAccessFile raf = new RandomAccessFile(file, "rw"); byte ch = raf.readByte(); System.out.println("Read first character of file: " + (char)ch); System.out.println("Read full line: " + raf.readLine()); raf.seek(file.length()); raf.writeBytes(" ~ an epitaph for himself"); raf.close(); }
}
Textfile Input and Output
Instead of storing primitive data values as binary data in a
file, we can convert and store them as a string data.
This allows us to view the file content using any text editor To
output data as a string to file, we use a PrintWriter object.
To input data from a textfile, we use FileReader and
BufferedReader classes or the Scanner class.
Using
BufferedReader
PrintWriter Example
import java.io.*; public class TextOut{ public static void main (String args[]) throws IOException{ File outFile = new File("epitaph.txt"); FileOutputStream outStream = new FileOutputStream(outFile); PrintWriter writer = new PrintWriter(outStream); writer.println ("He slept beneath the moon,"); writer.println ("He basked under the sun,"); writer.println ("Lived a life of going to do,"); writer.println ("and died with nothing done."); writer.close(); }
}
BufferedReader Example
import java.io.*; public class TextIn{ public static void main (String args[]) throws IOException{ File inFile = new File("epitaph.txt"); FileReader inReader = new FileReader(inFile); BufferedReader reader = new BufferedReader(inReader); do{ System.out.println(reader.readLine()); }while(reader.ready()); reader.close(); }
}
Example Writing Data as Text
import java.io.*; public class ScannerOut{ public static void main (String args[]) throws IOException{ File outFile = new File("report.txt"); FileOutputStream outStream = new FileOutputStream(outFile); PrintWriter writer = new PrintWriter(outStream); writer.println ("John Cutajar\n65.4"); writer.println ("Martina Cutajar\n97.34"); writer.println ("Maria Cutajar\n98.34"); writer.println ("Martin Cutajar\n99.345"); writer.close(); }
}
Example Using the Scanner Class
import java.io.*; import java.util.*; public class ScannerIn{ public static void main (String args[]) throws IOException{ Scanner reader = new Scanner(new File("report.txt")); reader.useDelimiter("\n"); while(reader.hasNext()){ System.out.print(reader.next()+" with average: "); try{ System.out.println(Float.parseFloat(reader.next())); } catch(NumberFormatException e){ String found = reader.next(); System.out.println("Expected a float but found: "+found); } } reader.close(); }
}
Using Scanner Class
(from sdk 1.5)
Object File I/O
It is possible to store objects just as easily as you store
primitive data values.
We use ObjectOutputStream and ObjectInputStream to save
to and load objects from a file.
To save objects from a given class, must implement the
Serializable interface.
Storing Objects or Lists
import java.util.*; import java.io.*; public class StudentFileOut{ public static void main (String args[]) throws IOException{ Scanner kb = new Scanner(System.in); kb.useDelimiter("\n"); Map <String,Student> c1a3 = new TreeMap <String,Student>(); System.out.print("Enter name Student File: "); String filename = kb.next(); File dosFile = new File(filename); FileOutputStream myStream = new FileOutputStream(dosFile); ObjectOutputStream studentFile = new ObjectOutputStream(myStream); Student s; String name,id; do{ System.out.print("Enter name & surname or \"end\": "); name = kb.next();
if (!name.equals("end")){ System.out.print("ID Card Number: "); id = kb.next(); System.out.print("Enter mark: "); int mark = kb.nextInt(); s = new Student(name,mark); c1a3.put(id,s); } }while (!name.equals("end")); studentFile.writeObject(c1a3); studentFile.close(); }
}
Reading Object Files
import java.util.*; import java.io.*; public class StudentFileIn{ public static void main (String args[]){ Scanner kb = new Scanner(System.in); kb.useDelimiter("\n"); Map <String,Student> c1a3 = new TreeMap <String,Student>(); System.out.print("Enter name Student File: "); String filename = kb.next(); ObjectInputStream studentFile = null; try{ File dosFile = new File(filename); FileInputStream myStream = new FileInputStream(dosFile); studentFile = new ObjectInputStream(myStream); c1a3 = (TreeMap <String,Student>) studentFile.readObject(); studentFile.close(); } catch(Exception e){ System.out.println("Error in reading file"); } System.out.println(c1a3); }
}
Ignore compiler
warnings
import java.io.*; import java.util.*; public class CheckFiles{ public static void main (String args[]) throws Exception{ ArrayList <Student> klassi = new ArrayList<Student>(); File myFile = new File("studenti.dat"); if (myFile.exists()){ FileInputStream myFStream = new FileInputStream(myFile); ObjectInputStream myOStream = new ObjectInputStream(myFStream); try{ klassi = (ArrayList<Student>)myOStream.readObject(); System.out.println("Read succesfully."); }catch(EOFException eof){ System.out.println("File is empty"); } myOStream.close(); } else{ System.out.println("File not found "); }
Checking Files
At the start of a
program one
must check if the
file exists and
then if it is empty
or not.
Writing will
automatically
create a file if it
does not exist.
//... process the ArrayList FileOutputStream myFStream = new FileOutputStream(myFile); ObjectOutputStream myOStream = new ObjectOutputStream(myFStream); myOStream.writeObject(klassi); myOStream.close(); }
}
Using Filters and Directories
Using filters one can display a selection of files from a folder.
Below is an example how to create a folder and display its
contents.
import java.io.*; public class listOnly implements FilenameFilter { private String extension; public listOnly(String ext) { extension = "." + ext; } public boolean accept(File dir, String name) { return name.endsWith(extension); }
}
filter class to list files with
some extensions
only
Example
import java.io.*; import java.util.*; public class UseFiles{ public static void main (String args[])throws Exception{ File dir = new File("lots"); // create a file directory to store lots of files dir.mkdir(); for(int i = 0; i < 10; i++){ // fill it with two types of files File typeA = new File("lots/file"+i+".ex1"); FileOutputStream a = new FileOutputStream(typeA); a.write(i); a.close(); File typeB = new File("lots/file"+i+".ex2"); FileOutputStream b = new FileOutputStream(typeB); b.write(10+i); b.close(); } FilenameFilter halfOfThem = new listOnly("ex1"); // list some files using a filter String [] directory = dir.list(halfOfThem); for ( String s : directory) System.out.println(s); }
}