Lesson 2: First Java Programs. Objectives: –Discuss why Java is an important programming language. –Explain the Java virtual machine and byte code. –Choose.

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Presentation transcript:

Lesson 2: First Java Programs

Objectives: –Discuss why Java is an important programming language. –Explain the Java virtual machine and byte code. –Choose a user interface style. –Describe the structure of a simple Java program.

Lesson 2: First Java Programs Objectives: –Write a simple program. –Edit, compile, and run a program using a Java development environment. –Format a program to give a pleasing, consistent appearance. –Understand compile-time errors. –Write a simple turtle graphics program.

Lesson 2: First Java Programs Vocabulary: –applet –assignment operator –byte code –DOS development environment –graphical user interface (GUI) –hacking –integrated development environment (IDE) –Java virtual machine (JVM) –just-in-time compilation (JIT) –parameter –source code –statement –terminal I/O interface –turtle graphics –variable

2.1 Why Java? Java is the fastest growing programming language in the world. Java is a modern object-oriented programming language. Java has benefited by learning from the less desirable features of early object-oriented programming languages.

2.1 Why Java? Java is ideally suited to develop distributed, network-based applications because it: –Enables the construction of virus-free, tamper-free systems (security) –Supports the development of programs that do not overwrite memory (robust) –Yields programs that can be run on different types of computers without change (portable)

2.1 Why Java? Java supports advanced programming concepts such as threads. –A thread is a process that can run concurrently with other processes. Java resembles C++, the world’s most popular industrial strength programming language. Java however, runs more slowly than most modern programming languages because it is interpreted.

2.2 The Java Virtual Machine and Byte Code Java compilers translate Java into pseudomachine language called java byte code. To run java byte code on a particular computer, a Java virtual machine (JVM) must be installed.

2.2 The Java Virtual Machine and Byte Code A Java virtual machine is a program that acts like a computer. It is called an interpreter. Disadvantage: –Runs more slowly than an actual computer To combat slower processing, some JVMs translate code when first encountered. This is known as just-in-time compilation (JIT).

2.2 The Java Virtual Machine and Byte Code Advantages: –Portability. Any computer can run Java byte code. –Applets. Applets are small Java programs already translated into byte code. Applets run in a JVM incorporated in a web browser Applets can be decorative (like animated characters on a web page.) Applets can be practical (like continuous streams of stock market quotes.) –Security. It is possible to limit the capabilities of a Java program since it runs inside a virtual machine.

2.3 Choosing a User Interface Style There are two types of user interfaces available to use to create Java programs. –Graphical User Interface (GUI) –Terminal I/O interface Figure 2-1 illustrates both interfaces used to create the same program.

2.3 Choosing a User Interface Style

There are 3 reasons for beginning with terminal I/O: –It is easier to implement than a GUI –There are programming situations that require terminal I/O –Terminal-oriented programs are similar in structure to programs that process files of sequentially organized data. (What is learned here is easily transferred to that setting.)

2.4 Hello World Figure 2-2 displays the results of a small Java program, entitled “hello world”

2.4 Hello World A program is a sequence of instructions for a computer. The following is the bulk of instructions, or source code, for the “hello world” program.

2.4 Hello World Sending messages to objects always takes the following form:. ( )

2.4 Hello World The original “hello world” program needs to be embedded in a larger framework defined by several additional lines of code, in order to be a valid program.

2.5 Edit, Compile, and Execute Figure 2-3 illustrates the edit, compile and execute steps.

2.5 Edit, Compile, and Execute Development environments: –Unix standard text editor command line activation of compiler and JVM –DOS, using Microsoft Windows and NT OS notepad text editor command line activation of compiler and JVM from a DOS window –Integrated development environment, using Windows, NT, or MAC OS Examples: Symantec’s Visual Café, Microsoft’s Visual J++, or Borland’s J Builder

2.5 Edit, Compile, and Execute Preparing your development environment: –Create a directory, open a terminal window, use the cd command to move to your new directory –Open notepad, create the file HelloWorld.java, type in the lines of code –Save the file, go back to the terminal window, compile the program –Run the program

2.5 Edit, Compile, and Execute The following figures illustrate the steps necessary for preparing your development environment.

2.5 Edit, Compile, and Execute

2.6 Temperature Conversion View the program’s source code: import TerminalIO.KeyboardReader; public class Convert { Public static void main (String [ ] args) { KeyboardReader reader = new KeyboardReader(); double fahrenheit; double celsius; System.out.print(“Enter degrees Fahrenheit: “); fahrenheit = reader.readDouble(); celsius = (Fahrenheit – 32.0) * 5.0 / 9.0; System.out.print(“The equivalent in Celsius is “); System.out.println(celsius); reader.pause(); }

2.6 Temperature Conversion The following is an explanation of the program code: –Import statement –Instantiate or create an object –Declare the variables –Position the cursor after “Enter degrees Fahrenheit” –Assignment operators –Assignment statements are evaluated –Print text (and position the cursor) –Print the value of the variable –Statement to prevent the terminal window from disappearing from the display (optional, only needed with certain development environments)

2.6 Temperature Conversion Figure 2-11 depicts the variables and objects used in the program:

2.7 Turtle Graphics Turtle graphics: –Allow programmers to draw pictures in a window –Enable messages to be sent to an object –Were developed by MIT in the late 1960s –The name suggests how to think about objects being drawn by imagining a turtle crawling on a piece of paper with a pen tied to its tail

2.7 Turtle Graphics Table 2-1 displays some pen messages and what they do.

2.7 Turtle Graphics The following program draws a square, 50 pixels on a side, at the center of the graphics window: import TurtleGraphics.StandardPen; public class DrawSquare { public static void main (String [] args) { // Instantiate a pen object StandardPen pen = new StandardPen(); // Lift the pen, move it to the square’s top left corner and lower it again pen.up(); pen.move(25); pen.turn(90); pen.move(25); pen.down(); //Draw the square pen.turn(90); pen.move(50); }