
- •Preface
- •1.1 Machine Language
- •1.3 The Java Virtual Machine
- •1.4 Building Blocks of Programs
- •1.5 Object-oriented Programming
- •1.6 The Modern User Interface
- •Quiz on Chapter 1
- •2 Names and Things
- •2.1 The Basic Java Application
- •2.2.1 Variables
- •2.2.2 Types and Literals
- •2.2.3 Variables in Programs
- •2.3.2 Operations on Strings
- •2.3.3 Introduction to Enums
- •2.4 Text Input and Output
- •2.4.1 A First Text Input Example
- •2.4.2 Text Output
- •2.4.3 TextIO Input Functions
- •2.4.4 Formatted Output
- •2.4.5 Introduction to File I/O
- •2.5 Details of Expressions
- •2.5.1 Arithmetic Operators
- •2.5.2 Increment and Decrement
- •2.5.3 Relational Operators
- •2.5.4 Boolean Operators
- •2.5.5 Conditional Operator
- •2.5.7 Type Conversion of Strings
- •2.5.8 Precedence Rules
- •2.6 Programming Environments
- •2.6.1 Java Development Kit
- •2.6.2 Command Line Environment
- •2.6.3 IDEs and Eclipse
- •2.6.4 The Problem of Packages
- •Exercises for Chapter 2
- •Quiz on Chapter 2
- •3 Control
- •3.1 Blocks, Loops, and Branches
- •3.1.1 Blocks
- •3.1.2 The Basic While Loop
- •3.1.3 The Basic If Statement
- •3.2 Algorithm Development
- •3.2.2 The 3N+1 Problem
- •3.2.3 Coding, Testing, Debugging
- •3.3.1 The while Statement
- •3.3.2 The do..while Statement
- •3.3.3 break and continue
- •3.4 The for Statement
- •3.4.1 For Loops
- •3.4.2 Example: Counting Divisors
- •3.4.3 Nested for Loops
- •3.5 The if Statement
- •3.5.1 The Dangling else Problem
- •3.5.2 The if...else if Construction
- •3.5.3 If Statement Examples
- •3.5.4 The Empty Statement
- •3.6 The switch Statement
- •3.6.1 The Basic switch Statement
- •3.6.2 Menus and switch Statements
- •3.6.3 Enums in switch Statements
- •3.7.1 Exceptions
- •3.7.2 try..catch
- •3.7.3 Exceptions in TextIO
- •Exercises for Chapter 3
- •Quiz on Chapter 3
- •4 Subroutines
- •4.1 Black Boxes
- •4.2.2 Calling Subroutines
- •4.2.3 Subroutines in Programs
- •4.2.4 Member Variables
- •4.3 Parameters
- •4.3.1 Using Parameters
- •4.3.2 Formal and Actual Parameters
- •4.3.3 Overloading
- •4.3.4 Subroutine Examples
- •4.3.5 Throwing Exceptions
- •4.3.6 Global and Local Variables
- •4.4 Return Values
- •4.4.1 The return statement
- •4.4.2 Function Examples
- •4.4.3 3N+1 Revisited
- •4.5 APIs, Packages, and Javadoc
- •4.5.1 Toolboxes
- •4.5.3 Using Classes from Packages
- •4.5.4 Javadoc
- •4.6 More on Program Design
- •4.6.1 Preconditions and Postconditions
- •4.6.2 A Design Example
- •4.6.3 The Program
- •4.7 The Truth About Declarations
- •4.7.1 Initialization in Declarations
- •4.7.2 Named Constants
- •4.7.3 Naming and Scope Rules
- •Exercises for Chapter 4
- •Quiz on Chapter 4
- •5 Objects and Classes
- •5.1.1 Objects, Classes, and Instances
- •5.1.2 Fundamentals of Objects
- •5.1.3 Getters and Setters
- •5.2 Constructors and Object Initialization
- •5.2.1 Initializing Instance Variables
- •5.2.2 Constructors
- •5.2.3 Garbage Collection
- •5.3 Programming with Objects
- •5.3.2 Wrapper Classes and Autoboxing
- •5.4 Programming Example: Card, Hand, Deck
- •5.4.1 Designing the classes
- •5.4.2 The Card Class
- •5.4.3 Example: A Simple Card Game
- •5.5.1 Extending Existing Classes
- •5.5.2 Inheritance and Class Hierarchy
- •5.5.3 Example: Vehicles
- •5.5.4 Polymorphism
- •5.5.5 Abstract Classes
- •5.6 this and super
- •5.6.1 The Special Variable this
- •5.6.2 The Special Variable super
- •5.6.3 Constructors in Subclasses
- •5.7 Interfaces, Nested Classes, and Other Details
- •5.7.1 Interfaces
- •5.7.2 Nested Classes
- •5.7.3 Anonymous Inner Classes
- •5.7.5 Static Import
- •5.7.6 Enums as Classes
- •Exercises for Chapter 5
- •Quiz on Chapter 5
- •6 Introduction to GUI Programming
- •6.1 The Basic GUI Application
- •6.1.1 JFrame and JPanel
- •6.1.2 Components and Layout
- •6.1.3 Events and Listeners
- •6.2 Applets and HTML
- •6.2.1 JApplet
- •6.2.2 Reusing Your JPanels
- •6.2.3 Basic HTML
- •6.2.4 Applets on Web Pages
- •6.3 Graphics and Painting
- •6.3.1 Coordinates
- •6.3.2 Colors
- •6.3.3 Fonts
- •6.3.4 Shapes
- •6.3.5 Graphics2D
- •6.3.6 An Example
- •6.4 Mouse Events
- •6.4.1 Event Handling
- •6.4.2 MouseEvent and MouseListener
- •6.4.3 Mouse Coordinates
- •6.4.4 MouseMotionListeners and Dragging
- •6.4.5 Anonymous Event Handlers
- •6.5 Timer and Keyboard Events
- •6.5.1 Timers and Animation
- •6.5.2 Keyboard Events
- •6.5.3 Focus Events
- •6.5.4 State Machines
- •6.6 Basic Components
- •6.6.1 JButton
- •6.6.2 JLabel
- •6.6.3 JCheckBox
- •6.6.4 JTextField and JTextArea
- •6.6.5 JComboBox
- •6.6.6 JSlider
- •6.7 Basic Layout
- •6.7.1 Basic Layout Managers
- •6.7.2 Borders
- •6.7.3 SliderAndComboBoxDemo
- •6.7.4 A Simple Calculator
- •6.7.5 Using a null Layout
- •6.7.6 A Little Card Game
- •6.8 Menus and Dialogs
- •6.8.1 Menus and Menubars
- •6.8.2 Dialogs
- •6.8.3 Fine Points of Frames
- •6.8.4 Creating Jar Files
- •Exercises for Chapter 6
- •Quiz on Chapter 6
- •7 Arrays
- •7.1 Creating and Using Arrays
- •7.1.1 Arrays
- •7.1.2 Using Arrays
- •7.1.3 Array Initialization
- •7.2 Programming With Arrays
- •7.2.1 Arrays and for Loops
- •7.2.3 Array Types in Subroutines
- •7.2.4 Random Access
- •7.2.5 Arrays of Objects
- •7.2.6 Variable Arity Methods
- •7.3 Dynamic Arrays and ArrayLists
- •7.3.1 Partially Full Arrays
- •7.3.2 Dynamic Arrays
- •7.3.3 ArrrayLists
- •7.3.4 Parameterized Types
- •7.3.5 Vectors
- •7.4 Searching and Sorting
- •7.4.1 Searching
- •7.4.2 Association Lists
- •7.4.3 Insertion Sort
- •7.4.4 Selection Sort
- •7.4.5 Unsorting
- •7.5.3 Example: Checkers
- •Exercises for Chapter 7
- •Quiz on Chapter 7
- •8 Correctness and Robustness
- •8.1 Introduction to Correctness and Robustness
- •8.1.1 Horror Stories
- •8.1.2 Java to the Rescue
- •8.1.3 Problems Remain in Java
- •8.2 Writing Correct Programs
- •8.2.1 Provably Correct Programs
- •8.2.2 Robust Handling of Input
- •8.3 Exceptions and try..catch
- •8.3.1 Exceptions and Exception Classes
- •8.3.2 The try Statement
- •8.3.3 Throwing Exceptions
- •8.3.4 Mandatory Exception Handling
- •8.3.5 Programming with Exceptions
- •8.4 Assertions
- •8.5 Introduction to Threads
- •8.5.1 Creating and Running Threads
- •8.5.2 Operations on Threads
- •8.5.4 Wait and Notify
- •8.5.5 Volatile Variables
- •8.6 Analysis of Algorithms
- •Exercises for Chapter 8
- •Quiz on Chapter 8
- •9.1 Recursion
- •9.1.1 Recursive Binary Search
- •9.1.2 Towers of Hanoi
- •9.1.3 A Recursive Sorting Algorithm
- •9.1.4 Blob Counting
- •9.2 Linked Data Structures
- •9.2.1 Recursive Linking
- •9.2.2 Linked Lists
- •9.2.3 Basic Linked List Processing
- •9.2.4 Inserting into a Linked List
- •9.2.5 Deleting from a Linked List
- •9.3 Stacks, Queues, and ADTs
- •9.3.1 Stacks
- •9.3.2 Queues
- •9.4 Binary Trees
- •9.4.1 Tree Traversal
- •9.4.2 Binary Sort Trees
- •9.4.3 Expression Trees
- •9.5 A Simple Recursive Descent Parser
- •9.5.1 Backus-Naur Form
- •9.5.2 Recursive Descent Parsing
- •9.5.3 Building an Expression Tree
- •Exercises for Chapter 9
- •Quiz on Chapter 9
- •10.1 Generic Programming
- •10.1.1 Generic Programming in Smalltalk
- •10.1.2 Generic Programming in C++
- •10.1.3 Generic Programming in Java
- •10.1.4 The Java Collection Framework
- •10.1.6 Equality and Comparison
- •10.1.7 Generics and Wrapper Classes
- •10.2 Lists and Sets
- •10.2.1 ArrayList and LinkedList
- •10.2.2 Sorting
- •10.2.3 TreeSet and HashSet
- •10.2.4 EnumSet
- •10.3 Maps
- •10.3.1 The Map Interface
- •10.3.2 Views, SubSets, and SubMaps
- •10.3.3 Hash Tables and Hash Codes
- •10.4 Programming with the Collection Framework
- •10.4.1 Symbol Tables
- •10.4.2 Sets Inside a Map
- •10.4.3 Using a Comparator
- •10.4.4 Word Counting
- •10.5 Writing Generic Classes and Methods
- •10.5.1 Simple Generic Classes
- •10.5.2 Simple Generic Methods
- •10.5.3 Type Wildcards
- •10.5.4 Bounded Types
- •Exercises for Chapter 10
- •Quiz on Chapter 10
- •11 Files and Networking
- •11.1 Streams, Readers, and Writers
- •11.1.1 Character and Byte Streams
- •11.1.2 PrintWriter
- •11.1.3 Data Streams
- •11.1.4 Reading Text
- •11.1.5 The Scanner Class
- •11.1.6 Serialized Object I/O
- •11.2 Files
- •11.2.1 Reading and Writing Files
- •11.2.2 Files and Directories
- •11.2.3 File Dialog Boxes
- •11.3 Programming With Files
- •11.3.1 Copying a File
- •11.3.2 Persistent Data
- •11.3.3 Files in GUI Programs
- •11.3.4 Storing Objects in Files
- •11.4 Networking
- •11.4.1 URLs and URLConnections
- •11.4.2 TCP/IP and Client/Server
- •11.4.3 Sockets
- •11.4.4 A Trivial Client/Server
- •11.4.5 A Simple Network Chat
- •11.5 Network Programming and Threads
- •11.5.1 A Threaded GUI Chat Program.
- •11.5.2 A Multithreaded Server
- •11.5.3 Distributed Computing
- •11.6 A Brief Introduction to XML
- •11.6.1 Basic XML Syntax
- •11.6.2 XMLEncoder and XMLDecoder
- •11.6.3 Working With the DOM
- •Exercises for Chapter 11
- •Quiz on Chapter 11
- •12 Advanced GUI Programming
- •12.1 Images and Resources
- •12.1.2 Working With Pixels
- •12.1.3 Resources
- •12.1.4 Cursors and Icons
- •12.1.5 Image File I/O
- •12.2 Fancier Graphics
- •12.2.1 Measuring Text
- •12.2.2 Transparency
- •12.2.3 Antialiasing
- •12.2.4 Strokes and Paints
- •12.2.5 Transforms
- •12.3 Actions and Buttons
- •12.3.1 Action and AbstractAction
- •12.3.2 Icons on Buttons
- •12.3.3 Radio Buttons
- •12.3.4 Toolbars
- •12.3.5 Keyboard Accelerators
- •12.3.6 HTML on Buttons
- •12.4 Complex Components and MVC
- •12.4.1 Model-View-Controller
- •12.4.2 Lists and ListModels
- •12.4.3 Tables and TableModels
- •12.4.4 Documents and Editors
- •12.4.5 Custom Components
- •12.5 Finishing Touches
- •12.5.1 The Mandelbrot Set
- •12.5.2 Design of the Program
- •12.5.3 Internationalization
- •12.5.4 Events, Events, Events
- •12.5.5 Custom Dialogs
- •12.5.6 Preferences
- •Exercises for Chapter 12
- •Quiz on Chapter 12
- •Appendix: Source Files
CHAPTER 3. CONTROL |
94 |
TextIO.putln(" yards");
TextIO.putf("%12.5g", miles);
TextIO.putln(" miles");
TextIO.putln();
} // end while
TextIO.putln();
TextIO.putln("OK! Bye for now.");
}// end main()
}// end class LengthConverter
(Note that this program uses formatted output with the “g” format specifier. In this program, we have no control over how large or how small the numbers might be. It could easily make sense for the user to enter very large or very small measurements. The “g” format will print a real number in exponential form if it is very large or very small, and in the usual decimal form otherwise. Remember that in the format specification %12.5g, the 5 is the total number of significant digits that are to be printed, so we will always get the same number of significant digits in the output, no matter what the size of the number. If we had used an “f” format specifier such as %12.5f, the output would be in decimal form with 5 digits after the decimal point. This would print the number 0.0000000007454 as 0.00000, with no significant digits at all! With the “g” format specifier, the output would be 7.454e-10.)
3.5.4The Empty Statement
As a final note in this section, I will mention one more type of statement in Java: the empty statement. This is a statement that consists simply of a semicolon and which tells the computer to do nothing. The existence of the empty statement makes the following legal, even though you would not ordinarily see a semicolon after a } :
if (x < 0) { x = -x;
};
The semicolon is legal after the }, but the computer considers it to be an empty statement, not part of the if statement. Occasionally, you might find yourself using the empty statement when what you mean is, in fact, “do nothing”. For example, the rather contrived if statement
if ( done )
; // Empty statement else
System.out.println( "Not done yet. );
does nothing when the boolean variable done is true, and prints out “Not done yet” when it is false. You can’t just leave out the semicolon in this example, since Java syntax requires an actual statement between the if and the else. I prefer, though, to use an empty block, consisting of { and } with nothing between, for such cases.
Occasionally, stray empty statements can cause annoying, hard-to-find errors in a program. For example, the following program segment prints out “Hello” just once, not ten times:
for (int i = 0; i < 10; i++); System.out.println("Hello");