Java Programming Basics Guide
Java Programming Basics Guide
David J. Eck
Hobart and William Smith Colleges
c
1996–2020, David J. Eck
Preface xi
i
CONTENTS ii
3 Control 71
3.1 Blocks, Loops, and Branches . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
3.1.1 Blocks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
3.1.2 The Basic While Loop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
3.1.3 The Basic If Statement . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
3.1.4 Definite Assignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
3.2 Algorithm Development . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
3.2.1 Pseudocode and Stepwise Refinement . . . . . . . . . . . . . . . . . . . . 78
3.2.2 The 3N+1 Problem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
3.2.3 Coding, Testing, Debugging . . . . . . . . . . . . . . . . . . . . . . . . . . 84
3.3 while and do..while . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
3.3.1 The while Statement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
3.3.2 The do..while Statement . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
3.3.3 break and continue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
3.4 The for Statement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
3.4.1 For Loops . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
3.4.2 Example: Counting Divisors . . . . . . . . . . . . . . . . . . . . . . . . . . 95
3.4.3 Nested for Loops . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
3.5 The if Statement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
3.5.1 The Dangling else Problem . . . . . . . . . . . . . . . . . . . . . . . . . . 101
3.5.2 Multiway Branching . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
3.5.3 If Statement Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
3.5.4 The Empty Statement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
3.6 The switch Statement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
3.6.1 The Basic switch Statement . . . . . . . . . . . . . . . . . . . . . . . . . . 108
3.6.2 Menus and switch Statements . . . . . . . . . . . . . . . . . . . . . . . . . 110
3.6.3 Enums in switch Statements . . . . . . . . . . . . . . . . . . . . . . . . . 112
3.6.4 Definite Assignment and switch Statements . . . . . . . . . . . . . . . . . 112
3.6.5 A New switch Statement Syntax . . . . . . . . . . . . . . . . . . . . . . . 113
3.7 Exceptions and try..catch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
3.7.1 Exceptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
3.7.2 try..catch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
3.7.3 Exceptions in TextIO . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
CONTENTS iii
4 Subroutines 141
4.1 Black Boxes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
4.2 Static Subroutines and Variables . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
4.2.1 Subroutine Definitions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
4.2.2 Calling Subroutines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
4.2.3 Subroutines in Programs . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146
4.2.4 Member Variables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
4.3 Parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152
4.3.1 Using Parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152
4.3.2 Formal and Actual Parameters . . . . . . . . . . . . . . . . . . . . . . . . 153
4.3.3 Overloading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
4.3.4 Subroutine Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
4.3.5 Array Parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
4.3.6 Command-line Arguments . . . . . . . . . . . . . . . . . . . . . . . . . . . 158
4.3.7 Throwing Exceptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159
4.3.8 Global and Local Variables . . . . . . . . . . . . . . . . . . . . . . . . . . 160
4.4 Return Values . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161
4.4.1 The return statement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161
4.4.2 Function Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
4.4.3 3N+1 Revisited . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
4.5 Lambda Expressions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
4.5.1 First-class Functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167
4.5.2 Functional Interfaces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168
4.5.3 Lambda Expressions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168
4.5.4 Method References . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171
4.6 APIs, Packages, Modules, and Javadoc . . . . . . . . . . . . . . . . . . . . . . . . 171
4.6.1 Toolboxes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172
4.6.2 Java’s Standard Packages . . . . . . . . . . . . . . . . . . . . . . . . . . . 173
4.6.3 Using Classes from Packages . . . . . . . . . . . . . . . . . . . . . . . . . 174
4.6.4 About Modules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 176
4.6.5 Javadoc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
4.6.6 Static Import . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179
4.7 More on Program Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 180
4.7.1 Preconditions and Postconditions . . . . . . . . . . . . . . . . . . . . . . . 180
CONTENTS iv
Glossary 735
Preface
xi
Preface xii
Chapters 9 and 10 cover recursion and data structures, including generic programming and
the Java Collection Framework. Chapter 11 is about files and networking. Chapter 12 cov-
ers threads and parallel processing. Finally, Chapter 13 returns to the topic of graphical user
interface programming to cover some of JavaFX’s more advanced capabilities.
∗ ∗ ∗
The biggest change from the seventh edition of this textbook is a switch from Swing to
JavaFX for GUI programming. With just a few exceptions in code that the user is not meant
to read, all example code and exercises use JavaFX. (Unfortunately, even as I was working
on the new edition, the future of JavaFX has become unclear because, as of Java 11, JavaFX
is no longer included as part of the basic Java download. However, it is still be available to
be downloaded and installed separately. People who are interested in using Swing instead of
JavaFX might consider using Chapter 6 and Chapter 13 from Version 7 in place of the same
chapters from Version 8.) The eighth edition also incorporates two features that were introduced
in Java 8: lambda expressions and the stream API. Lambda expressions are covered fairly early,
as part of the material on subroutines in Chapter 4. They are used extensively with JavaFX in
Chapter 6 and Chapter 13, as well as with the stream API, which is introduced in Section 10.6.
Aside from these major changes, there are small improvements throughout, such as a short
discussion of loop invariants and class invariants in Section 8.2, increased coverage of Java’s
higher level concurrency support in Chapter 12, and the consistent use of factory methods like
Integer.valueOf(n) in preference to constructors.
Version 8.1 was a fairly small update to Version 8.0, and Version 8.1.1 makes no substantive
changes. The main motivation for the update to 8.1 was to make it clearer how to use the book
with Java 11 and later, but I have also taken the opportunity to briefly discuss a few features
that were introduced after Java 8. The major change to the language itself was the introduction
of modules in Java 9; these were already mentioned in Version 8.0, but that discussion has been
updated. (However, this book does not explain how to create modules.) Aside from that, there
have been few language changes that impact this textbook, but I do introduce the use of var
for declaring variables, several new methods related to the stream API, and the revisions made
to the switch statement in Java 14.
∗ ∗ ∗
The first version of the book was written in 1996, and there have been several editions since
then. All editions are archived (at least until my retirement) at the following Web addresses:
• First edition: http://math.hws.edu/eck/cs124/javanotes1/ (Covers Java 1.0.)
• Second edition: http://math.hws.edu/eck/cs124/javanotes2/ (Covers Java 1.1.)
• Third edition: http://math.hws.edu/eck/cs124/javanotes3/ (Covers Java 1.1.)
• Fourth edition: http://math.hws.edu/eck/cs124/javanotes4/ (Covers Java 1.4.)
• Fifth edition: http://math.hws.edu/eck/cs124/javanotes5/ (Covers Java 5.0.)
• Sixth edition: http://math.hws.edu/eck/cs124/javanotes6/ (Covers Java 5.0, with a bit
of 6.0.)
• Seventh edition: http://math.hws.edu/eck/cs124/javanotes7/ (Covers Java 7.)
• Eighth edition: http://math.hws.edu/eck/cs124/javanotes8/ (Covers Java 8.)
Introduction to Programming using Java is free, but it is not in the pub-
lic domain. Version 8 is published under the terms of the Creative Commons
Attribution-NonCommercial-ShareAlike 4.0 License. To view a copy of this license, visit
http://creativecommons.org/licenses/by-nc-sa/4.0/. For example, you can:
Preface xiii
• Post an unmodified copy of the on-line version on your own Web site (including the parts
that list the author and state the license under which it is distributed!).
• Give away unmodified copies of this book or sell them at cost of production, as long as
they meet the requirements of the license.
• Use the book as a textbook for a course that you are teaching (even though the students
are paying to take that course).
• Make modified copies of the complete book or parts of it and post them on the web or
otherwise distribute them non-commercially, provided that attribution to the author is
given, the modifications are clearly noted, and the modified copies are distributed under
the same license as the original. This includes translations to other languages.
For uses of the book in ways not covered by the license, permission of the author is required.
While it is not actually required by the license, I do appreciate hearing from people who
are using or distributing my work.
∗ ∗ ∗
A technical note on production: The on-line and PDF versions of this book are created
from a single source, which is written largely in XML. To produce the PDF version, the XML
is processed into a form that can be used by the TeX typesetting program. In addition to XML
files, the source includes DTDs, XSLT transformations, Java source code files, image files, a
TeX macro file, and a couple of scripts that are used in processing. The scripts work on Linux
and on Mac OS.
I have made the complete source files available for download at the following
address:
http://math.hws.edu/eck/cs124/downloads/javanotes8-full-source.zip
These files were not originally meant for publication, and therefore are not very cleanly
written. Furthermore, it requires a fair amount of expertise to use them. However, I have had
several requests for the sources and have made them available on an “as-is” basis. For more
information about the sources and how they are used see the README file from the source
download.
∗ ∗ ∗
Professor David J. Eck
Department of Mathematics and Computer Science
Hobart and William Smith Colleges
300 Pulteney Street
Geneva, New York 14456, USA
Email: [email protected]
WWW: http://math.hws.edu/eck/
Chapter 1
When you begin a journey, it’s a good idea to have a mental map of the terrain you’ll be
passing through. The same is true for an intellectual journey, such as learning to write computer
programs. In this case, you’ll need to know the basics of what computers are and how they
work. You’ll want to have some idea of what a computer program is and how one is created.
Since you will be writing programs in the Java programming language, you’ll want to know
something about that language in particular and about the modern computing environment for
which Java is designed.
As you read this chapter, don’t worry if you can’t understand everything in detail. (In fact,
it would be impossible for you to learn all the details from the brief expositions in this chapter.)
Concentrate on learning enough about the big ideas to orient yourself, in preparation for the
rest of the book. Most of what is covered in this chapter will be covered in much greater detail
later in the book.
1
CHAPTER 1. THE MENTAL LANDSCAPE 2
location. The CPU can also store information in memory by specifying the information to be
stored and the address of the location where it is to be stored.
On the level of machine language, the operation of the CPU is fairly straightforward (al-
though it is very complicated in detail). The CPU executes a program that is stored as a
sequence of machine language instructions in main memory. It does this by repeatedly reading,
or fetching , an instruction from memory and then carrying out, or executing , that instruc-
tion. This process—fetch an instruction, execute it, fetch another instruction, execute it, and
so on forever—is called the fetch-and-execute cycle. With one exception, which will be
covered in the next section, this is all that the CPU ever does. (This is all really somewhat
more complicated in modern computers. A typical processing chip these days contains several
CPU “cores,” which allows it to execute several instructions simultaneously. And access to
main memory is speeded up by memory “caches,” which can be more quickly accessed than
main memory and which are meant to hold data and instructions that the CPU is likely to
need soon. However, these complications don’t change the basic operation.)
A CPU contains an Arithmetic Logic Unit, or ALU, which is the part of the processor
that carries out operations such as addition and subtraction. It also holds a small number of
registers, which are small memory units capable of holding a single number. A typical CPU
might have 16 or 32 “general purpose” registers, which hold data values that are immediately
accessible for processing, and many machine language instructions refer to these registers. For
example, there might be an instruction that takes two numbers from two specified registers,
adds those numbers (using the ALU), and stores the result back into a register. And there
might be instructions for copying a data value from main memory into a register, or from a
register into main memory.
The CPU also includes special purpose registers. The most important of these is the pro-
gram counter , or PC. The CPU uses the PC to keep track of where it is in the program it
is executing. The PC simply stores the memory address of the next instruction that the CPU
should execute. At the beginning of each fetch-and-execute cycle, the CPU checks the PC to
see which instruction it should fetch. During the course of the fetch-and-execute cycle, the
number in the PC is updated to indicate the instruction that is to be executed in the next
cycle. Usually, but not always, this is just the instruction that sequentially follows the current
instruction in the program. Some machine language instructions modify the value that is stored
in the PC. This makes it possible for the computer to “jump” from one point in the program
to another point, which is essential for implementing the program features known as loops and
branches that are discussed in Section 1.4.
∗ ∗ ∗
A computer executes machine language programs mechanically—that is without under-
standing them or thinking about them—simply because of the way it is physically put together.
This is not an easy concept. A computer is a machine built of millions of tiny switches called
transistors, which have the property that they can be wired together in such a way that an
output from one switch can turn another switch on or off. As a computer computes, these
switches turn each other on or off in a pattern determined both by the way they are wired
together and by the program that the computer is executing.
Machine language instructions are expressed as binary numbers. A binary number is made
up of just two possible digits, zero and one. Each zero or one is called a bit. So, a machine
language instruction is just a sequence of zeros and ones. Each particular sequence encodes
some particular instruction. The data that the computer manipulates is also encoded as binary
numbers. In modern computers, each memory location holds a byte, which is a sequence of
CHAPTER 1. THE MENTAL LANDSCAPE 3
eight bits. A machine language instruction or a piece of data generally consists of several bytes,
stored in consecutive memory locations. For example, when a CPU reads an instruction from
memory, it might actually read four or eight bytes from four or eight memory locations; the
memory address of the instruction is the address of the first of those bytes.
A computer can work directly with binary numbers because switches can readily represent
such numbers: Turn the switch on to represent a one; turn it off to represent a zero. Machine
language instructions are stored in memory as patterns of switches turned on or off. When a
machine language instruction is loaded into the CPU, all that happens is that certain switches
are turned on or off in the pattern that encodes that instruction. The CPU is built to respond
to this pattern by executing the instruction it encodes; it does this simply because of the way
all the other switches in the CPU are wired together.
So, you should understand this much about how computers work: Main memory holds ma-
chine language programs and data. These are encoded as binary numbers. The CPU fetches
machine language instructions from memory one after another and executes them. Each in-
struction makes the CPU perform some very small task, such as adding two numbers or moving
data to or from memory. The CPU does all this mechanically, without thinking about or un-
derstanding what it does—and therefore the program it executes must be perfect, complete in
all details, and unambiguous because the CPU can do nothing but execute it exactly as written.
Here is a schematic view of this first-stage understanding of the computer:
Memory
CPU 10001010
00001100
(Location
(Location
0)
1)
10111000 (Location 2)
Registers Data to Memory 01000001 (Location 3)
00001011 (Location 4)
Data from Memory 11011101 (Location 5)
10110000 (Location 6)
01010010 (Location 7)
ALU 11111010 (Location 8)
01001100 (Location 9)
Address for 00100011 (Location 10)
PC
reading/writing
00011010 (Location 11)
data
. .
. .
. .
Input/ Data
Output Address
Controller Control
Now, devices such as keyboard, mouse, and network interface can produce input that needs
to be processed by the CPU. How does the CPU know that the data is there? One simple idea,
which turns out to be not very satisfactory, is for the CPU to keep checking for incoming data
over and over. Whenever it finds data, it processes it. This method is called polling , since
the CPU polls the input devices continually to see whether they have any input data to report.
Unfortunately, although polling is very simple, it is also very inefficient. The CPU can waste
an awful lot of time just waiting for input.
CHAPTER 1. THE MENTAL LANDSCAPE 5
To avoid this inefficiency, interrupts are generally used instead of polling. An interrupt
is a signal sent by another device to the CPU. The CPU responds to an interrupt signal by
putting aside whatever it is doing in order to respond to the interrupt. Once it has handled
the interrupt, it returns to what it was doing before the interrupt occurred. For example, when
you press a key on your computer keyboard, a keyboard interrupt is sent to the CPU. The
CPU responds to this signal by interrupting what it is doing, reading the key that you pressed,
processing it, and then returning to the task it was performing before you pressed the key.
Again, you should understand that this is a purely mechanical process: A device signals an
interrupt simply by turning on a wire. The CPU is built so that when that wire is turned on,
the CPU saves enough information about what it is currently doing so that it can return to
the same state later. This information consists of the contents of important internal registers
such as the program counter. Then the CPU jumps to some predetermined memory location
and begins executing the instructions stored there. Those instructions make up an interrupt
handler that does the processing necessary to respond to the interrupt. (This interrupt handler
is part of the device driver software for the device that signaled the interrupt.) At the end of
the interrupt handler is an instruction that tells the CPU to jump back to what it was doing;
it does that by restoring its previously saved state.
Interrupts allow the CPU to deal with asynchronous events. In the regular fetch-and-
execute cycle, things happen in a predetermined order; everything that happens is “synchro-
nized” with everything else. Interrupts make it possible for the CPU to deal efficiently with
events that happen “asynchronously,” that is, at unpredictable times.
As another example of how interrupts are used, consider what happens when the CPU needs
to access data that is stored on a hard disk. The CPU can access data directly only if it is
in main memory. Data on the disk has to be copied into memory before it can be accessed.
Unfortunately, on the scale of speed at which the CPU operates, the disk drive is extremely
slow. When the CPU needs data from the disk, it sends a signal to the disk drive telling it
to locate the data and get it ready. (This signal is sent synchronously, under the control of
a regular program.) Then, instead of just waiting the long and unpredictable amount of time
that the disk drive will take to do this, the CPU goes on with some other task. When the disk
drive has the data ready, it sends an interrupt signal to the CPU. The interrupt handler can
then read the requested data.
∗ ∗ ∗
Now, you might have noticed that all this only makes sense if the CPU actually has several
tasks to perform. If it has nothing better to do, it might as well spend its time polling for input
or waiting for disk drive operations to complete. All modern computers use multitasking to
perform several tasks at once. Some computers can be used by several people at once. Since the
CPU is so fast, it can quickly switch its attention from one user to another, devoting a fraction
of a second to each user in turn. This application of multitasking is called timesharing . But a
modern personal computer with just a single user also uses multitasking. For example, the user
might be typing a paper while a clock is continuously displaying the time and a file is being
downloaded over the network.
Each of the individual tasks that the CPU is working on is called a thread . (Or a process;
there are technical differences between threads and processes, but they are not important here,
since it is threads that are used in Java.) Many CPUs can literally execute more than one
thread simultaneously—such CPUs contain multiple “cores,” each of which can run a thread—
but there is always a limit on the number of threads that can be executed at the same time.
Since there are often more threads than can be executed simultaneously, the computer has to be
CHAPTER 1. THE MENTAL LANDSCAPE 6
able switch its attention from one thread to another, just as a timesharing computer switches
its attention from one user to another. In general, a thread that is being executed will continue
to run until one of several things happens:
• The thread might voluntarily yield control, to give other threads a chance to run.
• The thread might have to wait for some asynchronous event to occur. For example, the
thread might request some data from the disk drive, or it might wait for the user to press
a key. While it is waiting, the thread is said to be blocked , and other threads, if any, have
a chance to run. When the event occurs, an interrupt will “wake up” the thread so that
it can continue running.
• The thread might use up its allotted slice of time and be suspended to allow other threads
to run. Most computers can “forcibly” suspend a thread in this way; computers that
can do that are said to use preemptive multitasking . To do preemptive multitasking,
a computer needs a special timer device that generates an interrupt at regular intervals,
such as 100 times per second. When a timer interrupt occurs, the CPU has a chance to
switch from one thread to another, whether the thread that is currently running likes it
or not. All modern desktop and laptop computers, and even typical smartphones and
tablets, use preemptive multitasking.
Ordinary users, and indeed ordinary programmers, have no need to deal with interrupts and
interrupt handlers. They can concentrate on the different tasks that they want the computer to
perform; the details of how the computer manages to get all those tasks done are not important
to them. In fact, most users, and many programmers, can ignore threads and multitasking
altogether. However, threads have become increasingly important as computers have become
more powerful and as they have begun to make more use of multitasking and multiprocessing.
In fact, the ability to work with threads is fast becoming an essential job skill for programmers.
Fortunately, Java has good support for threads, which are built into the Java programming
language as a fundamental programming concept. Programming with threads will be covered
in Chapter 12.
Just as important in Java and in modern programming in general is the basic concept of
asynchronous events. While programmers don’t actually deal with interrupts directly, they do
often find themselves writing event handlers, which, like interrupt handlers, are called asyn-
chronously when specific events occur. Such “event-driven programming” has a very different
feel from the more traditional straight-through, synchronous programming. We will begin with
the more traditional type of programming, which is still used for programming individual tasks,
but we will return to threads and events later in the text, starting in Chapter 6
∗ ∗ ∗
By the way, the software that does all the interrupt handling, handles communication with
the user and with hardware devices, and controls which thread is allowed to run is called
the operating system. The operating system is the basic, essential software without which
a computer would not be able to function. Other programs, such as word processors and
Web browsers, are dependent upon the operating system. Common desktop operating systems
include Linux, various versions of Windows, and Mac OS. Operating systems for smartphones
and tablets include Android and iOS.
CHAPTER 1. THE MENTAL LANDSCAPE 7
essential features of Java: the same compiled program can be run on many different types of
computers.
Java Interpreter
for Mac OS
Java
Java Java Interpreter
Compiler Bytecode
Program for Windows
Program
Java Interpreter
for Linux
Why, you might wonder, use the intermediate Java bytecode at all? Why not just distribute
the original Java program and let each person compile it into the machine language of whatever
computer they want to run it on? There are several reasons. First of all, a compiler has to
understand Java, a complex high-level language. The compiler is itself a complex program.
A Java bytecode interpreter, on the other hand, is a relatively small, simple program. This
makes it easy to write a bytecode interpreter for a new type of computer; once that is done,
that computer can run any compiled Java program. It would be much harder to write a Java
compiler for the same computer.
Furthermore, some Java programs are meant to be downloaded over a network. This leads
to obvious security concerns: you don’t want to download and run a program that will damage
your computer or your files. The bytecode interpreter acts as a buffer between you and the
program you download. You are really running the interpreter, which runs the downloaded
program indirectly. The interpreter can protect you from potentially dangerous actions on the
part of that program.
When Java was still a new language, it was criticized for being slow: Since Java bytecode was
executed by an interpreter, it seemed that Java bytecode programs could never run as quickly
as programs compiled into native machine language (that is, the actual machine language of the
computer on which the program is running). However, this problem has been largely overcome
by the use of just-in-time compilers for executing Java bytecode. A just-in-time compiler
translates Java bytecode into native machine language. It does this while it is executing the
program. Just as for a normal interpreter, the input to a just-in-time compiler is a Java bytecode
program, and its task is to execute that program. But as it is executing the program, it also
translates parts of it into machine language. The translated parts of the program can then be
executed much more quickly than they could be interpreted. Since a given part of a program is
often executed many times as the program runs, a just-in-time compiler can significantly speed
up the overall execution time.
I should note that there is no necessary connection between Java and Java bytecode. A
program written in Java could certainly be compiled into the machine language of a real com-
puter. And programs written in other languages can be compiled into Java bytecode. However,
the combination of Java and Java bytecode is platform-independent, secure, and network-
compatible while allowing you to program in a modern high-level object-oriented language.
In the past few years, it has become fairly common to create new programming languages,
or versions of old languages, that compile into Java bytecode. The compiled bytecode programs
can then be executed by a standard JVM. New languages that have been developed specifically
CHAPTER 1. THE MENTAL LANDSCAPE 9
for programming the JVM include Scala, Groovy, Clojure, and Processing. Jython and JRuby
are versions of older languages, Python and Ruby, that target the JVM. These languages make
it possible to enjoy many of the advantages of the JVM while avoiding some of the technicalities
of the Java language. In fact, the use of other languages with the JVM has become important
enough that several new features have been added to the JVM specifically to add better support
for some of those languages. And this improvement to the JVM has in turn made possible some
new features in Java.
∗ ∗ ∗
I should also note that the really hard part of platform-independence is providing a “Graph-
ical User Interface”—with windows, buttons, etc.—that will work on all the platforms that
support Java. You’ll see more about this problem in Section 1.6.
other. However, this is obviously very limited: the computer would soon run out of instructions
to execute. Control structures are special instructions that can change the flow of control.
There are two basic types of control structure: loops, which allow a sequence of instructions
to be repeated over and over, and branches, which allow the computer to decide between two
or more different courses of action by testing conditions that occur as the program is running.
For example, it might be that if the value of the variable “principal” is greater than 10000,
then the “interest” should be computed by multiplying the principal by 0.05; if not, then the
interest should be computed by multiplying the principal by 0.04. A program needs some
way of expressing this type of decision. In Java, it could be expressed using the following “if
statement”:
if (principal > 10000)
interest = principal * 0.05;
else
interest = principal * 0.04;
(Don’t worry about the details for now. Just remember that the computer can test a condition
and decide what to do next on the basis of that test.)
Loops are used when the same task has to be performed more than once. For example,
if you want to print out a mailing label for each name on a mailing list, you might say, “Get
the first name and address and print the label; get the second name and address and print
the label; get the third name and address and print the label. . . ” But this quickly becomes
ridiculous—and might not work at all if you don’t know in advance how many names there are.
What you would like to say is something like “While there are more names to process, get the
next name and address, and print the label.” A loop can be used in a program to express such
repetition.
∗ ∗ ∗
Large programs are so complex that it would be almost impossible to write them if there
were not some way to break them up into manageable “chunks.” Subroutines provide one way to
do this. A subroutine consists of the instructions for performing some task, grouped together
as a unit and given a name. That name can then be used as a substitute for the whole set of
instructions. For example, suppose that one of the tasks that your program needs to perform
is to draw a house on the screen. You can take the necessary instructions, make them into
a subroutine, and give that subroutine some appropriate name—say, “drawHouse()”. Then
anyplace in your program where you need to draw a house, you can do so with the single
command:
drawHouse();
This will have the same effect as repeating all the house-drawing instructions in each place.
The advantage here is not just that you save typing. Organizing your program into sub-
routines also helps you organize your thinking and your program design effort. While writing
the house-drawing subroutine, you can concentrate on the problem of drawing a house without
worrying for the moment about the rest of the program. And once the subroutine is written,
you can forget about the details of drawing houses—that problem is solved, since you have a
subroutine to do it for you. A subroutine becomes just like a built-in part of the language which
you can use without thinking about the details of what goes on “inside” the subroutine.
∗ ∗ ∗
Variables, types, loops, branches, and subroutines are the basis of what might be called
“traditional programming.” However, as programs become larger, additional structure is needed
CHAPTER 1. THE MENTAL LANDSCAPE 11
to help deal with their complexity. One of the most effective tools that has been found is object-
oriented programming, which is discussed in the next section.
in known, well-defined ways. And it makes it easier for programs to use the module, since they
don’t have to worry about the details of how the data is represented. Information about the
representation of the data is hidden.
Modules that could support this kind of information-hiding became common in program-
ming languages in the early 1980s. Since then, a more advanced form of the same idea has
more or less taken over software engineering. This latest approach is called object-oriented
programming , often abbreviated as OOP.
The central concept of object-oriented programming is the object, which is a kind of module
containing data and subroutines. The point-of-view in OOP is that an object is a kind of self-
sufficient entity that has an internal state (the data it contains) and that can respond to
messages (calls to its subroutines). A mailing list object, for example, has a state consisting
of a list of names and addresses. If you send it a message telling it to add a name, it will
respond by modifying its state to reflect the change. If you send it a message telling it to print
itself, it will respond by printing out its list of names and addresses.
The OOP approach to software engineering is to start by identifying the objects involved in
a problem and the messages that those objects should respond to. The program that results is
a collection of objects, each with its own data and its own set of responsibilities. The objects
interact by sending messages to each other. There is not much “top-down” in the large-scale
design of such a program, and people used to more traditional programs can have a hard time
getting used to OOP. However, people who use OOP would claim that object-oriented programs
tend to be better models of the way the world itself works, and that they are therefore easier
to write, easier to understand, and more likely to be correct.
∗ ∗ ∗
You should think of objects as “knowing” how to respond to certain messages. Different
objects might respond to the same message in different ways. For example, a “print” message
would produce very different results, depending on the object it is sent to. This property of
objects—that different objects can respond to the same message in different ways—is called
polymorphism.
It is common for objects to bear a kind of “family resemblance” to one another. Objects
that contain the same type of data and that respond to the same messages in the same way
belong to the same class. (In actual programming, the class is primary; that is, a class is
created and then one or more objects are created using that class as a template.) But objects
can be similar without being in exactly the same class.
For example, consider a drawing program that lets the user draw lines, rectangles, ovals,
polygons, and curves on the screen. In the program, each visible object on the screen could be
represented by a software object in the program. There would be five classes of objects in the
program, one for each type of visible object that can be drawn. All the lines would belong to
one class, all the rectangles to another class, and so on. These classes are obviously related;
all of them represent “drawable objects.” They would, for example, all presumably be able to
respond to a “draw yourself” message. Another level of grouping, based on the data needed to
represent each type of object, is less obvious, but would be very useful in a program: We can
group polygons and curves together as “multipoint objects,” while lines, rectangles, and ovals
are “two-point objects.” (A line is determined by its two endpoints, a rectangle by two of its
corners, and an oval by two corners of the rectangle that contains it. The rectangles that I am
talking about here have sides that are vertical and horizontal, so that they can be specified by
just two points; this is the common meaning of “rectangle” in drawing programs.) We could
diagram these relationships as follows:
CHAPTER 1. THE MENTAL LANDSCAPE 13
DrawableObject
MultipointObject TwoPointObject
(If you would like to run this program, the source code, GUIDemo.java, is available on line.
For more information on using this and other examples from this textbook, see Section 2.6.)
Now, Java actually has three complete sets of GUI components. One of these, the AWT
or Abstract Windowing Toolkit, was available in the original version of Java. The second,
which is known as Swing , was introduced in Java version 1.2, and was the standard GUI toolkit
for many years. The third GUI toolkit, JavaFX, became a standard part of Java in Version 8
(but but has recently been removed, so that it requires separate installation in some versions
of Java). Although Swing, and even the AWT, can still be used, JavaFX is meant as a more
modern way to write GUI applications. This textbook covers JavaFX exclusively. (If you need
to learn Swing, you can take a look at the previous version of this book.)
When a user interacts with GUI components, “events” are generated. For example, clicking
a push button generates an event, and pressing a key on the keyboard generates an event.
Each time an event is generated, a message is sent to the program telling it that the event has
occurred, and the program responds according to its program. In fact, a typical GUI program
consists largely of “event handlers” that tell the program how to respond to various types of
events. In the above example, the program has been programmed to respond to each event by
displaying a message in the text area. In a more realistic example, the event handlers would
have more to do.
The use of the term “message” here is deliberate. Messages, as you saw in the previous sec-
tion, are sent to objects. In fact, Java GUI components are implemented as objects. Java
includes many predefined classes that represent various types of GUI components. Some of
CHAPTER 1. THE MENTAL LANDSCAPE 15
these classes are subclasses of others. Here is a diagram showing just a few of the JavaFX GUI
classes and their relationships:
Control
Don’t worry about the details for now, but try to get some feel about how object-oriented
programming and inheritance are used here. Note that all the GUI classes shown here are
subclasses, directly or indirectly, of a class called Control, which represents general properties
that are shared by many JavaFX components. In the diagram, two of the direct subclasses
of Control themselves have subclasses. The classes TextField and TextArea, which have certain
behaviors in common, are grouped together as subclasses of TextInputControl. Similarly But-
ton and CheckBox are subclasses of ButtonBase, which represents properties common to both
buttons and checkboxes. (ComboBox, by the way, is the class that represents pop-up menus.)
Just from this brief discussion, perhaps you can see how GUI programming can make effec-
tive use of object-oriented design. In fact, GUIs, with their “visible objects,” are probably a
major factor contributing to the popularity of OOP.
Programming with GUI components and events is one of the most interesting aspects of
Java. However, we will spend several chapters on the basics before returning to this topic in
Chapter 6.
use TCP/IP to send specific types of information such as web pages, electronic mail, and data
files.
All communication over the Internet is in the form of packets. A packet consists of some
data being sent from one computer to another, along with addressing information that indicates
where on the Internet that data is supposed to go. Think of a packet as an envelope with an
address on the outside and a message on the inside. (The message is the data.) The packet
also includes a “return address,” that is, the address of the sender. A packet can hold only
a limited amount of data; longer messages must be divided among several packets, which are
then sent individually over the Net and reassembled at their destination.
Every computer on the Internet has an IP address, a number that identifies it uniquely
among all the computers on the Net. (Actually, the claim about uniqueness is not quite true, but
the basic idea is valid, and the full truth is complicated.) The IP address is used for addressing
packets. A computer can only send data to another computer on the Internet if it knows that
computer’s IP address. Since people prefer to use names rather than numbers, most computers
are also identified by names, called domain names. For example, the main computer of
the Mathematics Department at Hobart and William Smith Colleges has the domain name
math.hws.edu. (Domain names are just for convenience; your computer still needs to know
IP addresses before it can communicate. There are computers on the Internet whose job it
is to translate domain names to IP addresses. When you use a domain name, your computer
sends a message to a domain name server to find out the corresponding IP address. Then, your
computer uses the IP address, rather than the domain name, to communicate with the other
computer.)
The Internet provides a number of services to the computers connected to it (and, of course,
to the users of those computers). These services use TCP/IP to send various types of data over
the Net. Among the most popular services are instant messaging, file sharing, electronic mail,
and the World-Wide Web. Each service has its own protocols, which are used to control
transmission of data over the network. Each service also has some sort of user interface, which
allows the user to view, send, and receive data through the service.
For example, the email service uses a protocol known as SMTP (Simple Mail Transfer
Protocol) to transfer email messages from one computer to another. Other protocols, such as
POP and IMAP, are used to fetch messages from an email account so that the recipient can
read them. A person who uses email, however, doesn’t need to understand or even know about
these protocols. Instead, they are used behind the scenes by computer programs to send and
receive email messages. These programs provide the user with an easy-to-use user interface to
the underlying network protocols.
The World-Wide Web is perhaps the most exciting of network services. The World-Wide
Web allows you to request pages of information that are stored on computers all over the
Internet. A Web page can contain links to other pages on the same computer from which
it was obtained or to other computers anywhere in the world. A computer that stores such
pages of information is called a web server . The user interface to the Web is the type of
program known as a web browser . Common web browsers include Microsoft Edge, Internet
Explorer, Firefox, Chrome, and Safari. You use a Web browser to request a page of information.
The browser sends a request for that page to the computer on which the page is stored, and
when a response is received from that computer, the web browser displays it to you in a neatly
formatted form. A web browser is just a user interface to the Web. Behind the scenes, the
web browser uses a protocol called HTTP (HyperText Transfer Protocol) to send each page
request and to receive the response from the web server.
CHAPTER 1. THE MENTAL LANDSCAPE 17
∗ ∗ ∗
Now just what, you might be thinking, does all this have to do with Java? In fact, Java
is intimately associated with the Internet and the World-Wide Web. When Java was first
introduced, one of its big attractions was the ability to write applets. An applet is a small
program that is transmitted over the Internet and that runs on a web page. Applets made it
possible for a web page to perform complex tasks and have complex interactions with the user.
Alas, applets have suffered from a variety of problems, and they have fallen out of use. There
are now other options for running programs on Web pages.
But applets were only one aspect of Java’s relationship with the Internet. Java can be
used to write complex, stand-alone applications that do not depend on a Web browser. Many
of these programs are network-related. For example many of the largest and most complex
web sites use web server software that is written in Java. Java includes excellent support for
network protocols, and its platform independence makes it possible to write network programs
that work on many different types of computer. You will learn about Java’s network support
in Chapter 11.
Its support for networking is not Java’s only advantage. But many good programming
languages have been invented only to be soon forgotten. Java has had the good luck to ride on
the coattails of the Internet’s immense and increasing popularity.
∗ ∗ ∗
As Java has matured, its applications have reached far beyond the Net. The standard
version of Java already comes with support for many technologies, such as cryptography, data
compression, sound processing, and three-dimensional graphics. And programmers have written
Java libraries to provide additional capabilities. Complex, high-performance systems can be
developed in Java. For example, Hadoop, a system for large scale data processing, is written in
Java. Hadoop is used by Yahoo, Facebook, and other Web sites to process the huge amounts
of data generated by their users.
Furthermore, Java is not restricted to use on traditional computers. Java can be used to
write programs for many smartphones (though not for the iPhone). It is the primary devel-
opment language for Android-based devices. (Android uses Google’s own version of Java and
does not use the same graphical user interface components as standard Java.) Java is also the
programming language for the Amazon Kindle eBook reader and for interactive features on
Blu-Ray video disks.
At this time, Java certainly ranks as one of the most widely used programming languages.
It is a good choice for almost any programming project that is meant to run on more than
one type of computing device, and is a reasonable choice even for many programs that will
run on only one device. It is probably still the most widely taught language at Colleges and
Universities. It is similar enough to other popular languages, such as C++, JavaScript, and
Python, that knowing it will give you a good start on learning those languages as well. Overall,
learning Java is a great starting point on the road to becoming an expert programmer. I hope
you enjoy the journey!
Quiz 18
Quiz on Chapter 1
(answers)
1. One of the components of a computer is its CPU. What is a CPU and what role does it
play in a computer?
5. If you have the source code for a Java program, and you want to run that program, you
will need both a compiler and an interpreter. What does the Java compiler do, and what
does the Java interpreter do?
6. What is a subroutine?
8. What is a variable? (There are four different ideas associated with variables in Java. Try
to mention all four aspects in your answer. Hint: One of the aspects is the variable’s
name.)
10. What is the “Internet”? Give some examples of how it is used. (What kind of services
does it provide?)
Chapter 2
On a basic level (the level of machine language), a computer can perform only very simple
operations. A computer performs complex tasks by stringing together large numbers of such
operations. Such tasks must be “scripted” in complete and perfect detail by programs. Creating
complex programs will never be really easy, but the difficulty can be handled to some extent by
giving the program a clear overall structure. The design of the overall structure of a program
is what I call “programming in the large.”
Programming in the small, which is sometimes called coding , would then refer to filling in
the details of that design. The details are the explicit, step-by-step instructions for performing
fairly small-scale tasks. When you do coding, you are working “close to the machine,” with some
of the same concepts that you might use in machine language: memory locations, arithmetic
operations, loops and branches. In a high-level language such as Java, you get to work with
these concepts on a level several steps above machine language. However, you still have to
worry about getting all the details exactly right.
This chapter and the next examine the facilities for programming in the small in the Java
programming language. Don’t be misled by the term “programming in the small” into thinking
that this material is easy or unimportant. This material is an essential foundation for all types
of programming. If you don’t understand it, you can’t write programs, no matter how good
you get at designing their large-scale structure.
The last section of this chapter discusses programming environments. That section
contains information about how to compile and run Java programs, and you should take a look
at it before trying to write and use your own programs or trying to use the sample programs
in this book.
19
CHAPTER 2. NAMES AND THINGS 20
using things like loops, branches, and subroutines. A syntactically correct program is one that
can be successfully compiled or interpreted; programs that have syntax errors will be rejected
(hopefully with a useful error message that will help you fix the problem).
So, to be a successful programmer, you have to develop a detailed knowledge of the syntax
of the programming language that you are using. However, syntax is only part of the story. It’s
not enough to write a program that will run—you want a program that will run and produce
the correct result! That is, the meaning of the program has to be right. The meaning of
a program is referred to as its semantics. More correctly, the semantics of a programming
language is the set of rules that determine the meaning of a program written in that language.
A semantically correct program is one that does what you want it to.
Furthermore, a program can be syntactically and semantically correct but still be a pretty
bad program. Using the language correctly is not the same as using it well. For example, a
good program has “style.” It is written in a way that will make it easy for people to read and
to understand. It follows conventions that will be familiar to other programmers. And it has
an overall design that will make sense to human readers. The computer is completely oblivious
to such things, but to a human reader, they are paramount. These aspects of programming are
sometimes referred to as pragmatics. (I will often use the more common term style.)
When I introduce a new language feature, I will explain the syntax, the semantics, and
some of the pragmatics of that feature. You should memorize the syntax; that’s the easy part.
Then you should get a feeling for the semantics by following the examples given, making sure
that you understand how they work, and, ideally, writing short programs of your own to test
your understanding. And you should try to appreciate and absorb the pragmatics—this means
learning how to use the language feature well, with style that will earn you the admiration of
other programmers.
Of course, even when you’ve become familiar with all the individual features of the language,
that doesn’t make you a programmer. You still have to learn how to construct complex programs
to solve particular problems. For that, you’ll need both experience and taste. You’ll find hints
about software development throughout this textbook.
∗ ∗ ∗
We begin our exploration of Java with the problem that has become traditional for such
beginnings: to write a program that displays the message “Hello World!”. This might seem like
a trivial problem, but getting a computer to do this is really a big first step in learning a new
programming language (especially if it’s your first programming language). It means that you
understand the basic process of:
1. getting the program text into the computer,
2. compiling the program, and
3. running the compiled program.
The first time through, each of these steps will probably take you a few tries to get right. I
won’t go into the details here of how you do each of these steps; it depends on the particular
computer and Java programming environment that you are using. See Section 2.6 for informa-
tion about creating and running Java programs in specific programming environments. But in
general, you will type the program using some sort of text editor and save the program in a file.
Then, you will use some command to try to compile the file. You’ll either get a message that the
program contains syntax errors, or you’ll get a compiled version of the program. In the case of
Java, the program is compiled into Java bytecode, not into machine language. Finally, you can
run the compiled program by giving some appropriate command. For Java, you will actually use
CHAPTER 2. NAMES AND THINGS 21
an interpreter to execute the Java bytecode. Your programming environment might automate
some of the steps for you—for example, the compilation step is often done automatically—but
you can be sure that the same three steps are being done in the background.
Here is a Java program to display the message “Hello World!”. Don’t expect to understand
what’s going on here just yet; some of it you won’t really understand until a few chapters from
now:
/** A program to display the message
* "Hello World!" on standard output.
*/
public class HelloWorld {
public static void main(String[] args) {
System.out.println("Hello World!");
}
} // end of class HelloWorld
The command that actually displays the message is:
System.out.println("Hello World!");
This command is an example of a subroutine call statement. It uses a “built-in subroutine”
named System.out.println to do the actual work. Recall that a subroutine consists of the
instructions for performing some task, chunked together and given a name. That name can be
used to “call” the subroutine whenever that task needs to be performed. A built-in subroutine
is one that is already defined as part of the language and therefore automatically available for
use in any program.
When you run this program, the message “Hello World!” (without the quotes) will be
displayed on standard output. Unfortunately, I can’t say exactly what that means! Java is
meant to run on many different platforms, and standard output will mean different things on
different platforms. However, you can expect the message to show up in some convenient or
inconvenient place. (If you use a command-line interface, like that in Oracle’s Java Development
Kit, you type in a command to tell the computer to run the program. The computer will type
the output from the program, Hello World!, on the next line. In an integrated development
environment such as Eclipse, the output might appear somewhere in one of the environment’s
windows.)
You must be curious about all the other stuff in the above program. Part of it consists of
comments. Comments in a program are entirely ignored by the computer; they are there for
human readers only. This doesn’t mean that they are unimportant. Programs are meant to be
read by people as well as by computers, and without comments, a program can be very difficult
to understand. Java has two types of comments. The first type begins with // and extends to
the end of a line. There is a comment of this form on the last line of the above program. The
computer ignores the // and everything that follows it on the same line. The second type of
comment starts with /* and ends with */, and it can extend over more than one line. The first
three lines of the program are an example of this second type of comment. (A comment that
actually begins with /**, like this one does, has special meaning; it is a “Javadoc” comment
that can be used to produce documentation for the program. See Subsection 4.6.5.)
Everything else in the program is required by the rules of Java syntax. All programming in
Java is done inside “classes.” The first line in the above program (not counting the comment)
says that this is a class named HelloWorld. “HelloWorld,” the name of the class, also serves as
CHAPTER 2. NAMES AND THINGS 22
the name of the program. Not every class is a program. In order to define a program, a class
must include a subroutine named main, with a definition that takes the form:
public static void main(String[] args) {
hstatements i
}
When you tell the Java interpreter to run the program, the interpreter calls this main()
subroutine, and the statements that it contains are executed. These statements make up the
script that tells the computer exactly what to do when the program is executed. The main()
routine can call other subroutines that are defined in the same class or even in other classes,
but it is the main() routine that determines how and in what order the other subroutines are
used.
The word “public” in the first line of main() means that this routine can be called from out-
side the program. This is essential because the main() routine is called by the Java interpreter,
which is something external to the program itself. The remainder of the first line of the routine
is harder to explain at the moment; for now, just think of it as part of the required syntax.
The definition of the subroutine—that is, the instructions that say what it does—consists of
the sequence of “statements” enclosed between braces, { and }. Here, I’ve used hstatementsi as
a placeholder for the actual statements that make up the program. Throughout this textbook,
I will always use a similar format: anything that you see in hthis style of texti (italic in angle
brackets) is a placeholder that describes something you need to type when you write an actual
program.
As noted above, a subroutine can’t exist by itself. It has to be part of a “class”. A program
is defined by a public class that takes the form:
hoptional-package-declaration i
hoptional-imports i
public class hprogram-name i {
hoptional-variable-declarations-and-subroutines i
public static void main(String[] args) {
hstatements i
}
hoptional-variable-declarations-and-subroutines i
}
The first two lines have to do with using packages. A package is a group of classes. You will
start learning about packages in Section 2.4, but our first few example programs will not use
them.
The hprogram-namei in the line that begins “public class” is the name of the program, as
well as the name of the class. (Remember, again, that hprogram-namei is a placeholder for the
actual name!) If the name of the class is HelloWorld, then the class must be saved in a file
called HelloWorld.java. When this file is compiled, another file named HelloWorld.class
will be produced. This class file, HelloWorld.class, contains the translation of the program
into Java bytecode, which can be executed by a Java interpreter. HelloWorld.java is called
the source code for the program. To execute the program, you only need the compiled class
file, not the source code.
The layout of the program on the page, such as the use of blank lines and indentation, is not
part of the syntax or semantics of the language. The computer doesn’t care about layout—you
CHAPTER 2. NAMES AND THINGS 23
could run the entire program together on one line as far as it is concerned. However, layout is
important to human readers, and there are certain style guidelines for layout that are followed
by most programmers.
Also note that according to the above syntax specification, a program can contain other
subroutines besides main(), as well as things called “variable declarations.” You’ll learn more
about these later, but not until Chapter 4.
2.2.1 Variables
Programs manipulate data that are stored in memory. In machine language, data can only be
referred to by giving the numerical address of the location in memory where the data is stored.
In a high-level language such as Java, names are used instead of numbers to refer to data. It
is the job of the computer to keep track of where in memory the data is actually stored; the
programmer only has to remember the name. A name used in this way—to refer to data stored
in memory—is called a variable.
Variables are actually rather subtle. Properly speaking, a variable is not a name for the
data itself but for a location in memory that can hold data. You should think of a variable as
a container or box where you can store data that you will need to use later. The variable refers
directly to the box and only indirectly to the data in the box. Since the data in the box can
change, a variable can refer to different data values at different times during the execution of
the program, but it always refers to the same box. Confusion can arise, especially for beginning
programmers, because when a variable is used in a program in certain ways, it refers to the
container, but when it is used in other ways, it refers to the data in the container. You’ll see
examples of both cases below.
In Java, the only way to get data into a variable—that is, into the box that the variable
names—is with an assignment statement. An assignment statement takes the form:
hvariable i = hexpression i;
where hexpressioni represents anything that refers to or computes a data value. When the
computer comes to an assignment statement in the course of executing a program, it evaluates
the expression and puts the resulting data value into the variable. For example, consider the
simple assignment statement
rate = 0.07;
The hvariablei in this assignment statement is rate, and the hexpressioni is the number 0.07.
The computer executes this assignment statement by putting the number 0.07 in the variable
rate, replacing whatever was there before. Now, consider the following more complicated
assignment statement, which might come later in the same program:
interest = rate * principal;
Here, the value of the expression “rate * principal” is being assigned to the variable
interest. In the expression, the * is a “multiplication operator” that tells the computer
to multiply rate times principal. The names rate and principal are themselves variables,
and it is really the values stored in those variables that are to be multiplied. We see that when
a variable is used in an expression, it is the value stored in the variable that matters; in this
case, the variable seems to refer to the data in the box, rather than to the box itself. When
the computer executes this assignment statement, it takes the value of rate, multiplies it by
the value of principal, and stores the answer in the box referred to by interest. When a
variable is used on the left-hand side of an assignment statement, it refers to the box that is
named by the variable.
(Note, by the way, that an assignment statement is a command that is executed by the
computer at a certain time. It is not a statement of fact. For example, suppose a program
includes the statement “rate = 0.07;”. If the statement “interest = rate * principal;”
is executed later in the program, can we say that the principal is multiplied by 0.07? No!
The value of rate might have been changed in the meantime by another statement. The
CHAPTER 2. NAMES AND THINGS 25
2.2.2 Types
A variable in Java is designed to hold only one particular type of data; it can legally hold that
type of data and no other. The compiler will consider it to be a syntax error if you try to
violate this rule by assigning a value of the wrong type to a variable. We say that Java is a
strongly typed language because it enforces this rule.
There are eight so-called primitive types built into Java. The primitive types are named
byte, short, int, long, float, double, char, and boolean. The first four types hold integers
(whole numbers such as 17, -38477, and 0). The four integer types are distinguished by the
ranges of integers they can hold. The float and double types hold real numbers (such as 3.6 and
-145.99). Again, the two real types are distinguished by their range and accuracy. A variable
of type char holds a single character from the Unicode character set. And a variable of type
boolean holds one of the two logical values true or false.
Any data value stored in the computer’s memory must be represented as a binary number,
that is as a string of zeros and ones. A single zero or one is called a bit. A string of eight
bits is called a byte. Memory is usually measured in terms of bytes. Not surprisingly, the byte
data type refers to a single byte of memory. A variable of type byte holds a string of eight
bits, which can represent any of the integers between -128 and 127, inclusive. (There are 256
integers in that range; eight bits can represent 256—two raised to the power eight—different
values.) As for the other integer types,
• short corresponds to two bytes (16 bits). Variables of type short have values in the range
-32768 to 32767.
• int corresponds to four bytes (32 bits). Variables of type int have values in the range
-2147483648 to 2147483647.
• long corresponds to eight bytes (64 bits). Variables of type long have values in the range
-9223372036854775808 to 9223372036854775807.
You don’t have to remember these numbers, but they do give you some idea of the size of
integers that you can work with. Usually, for representing integer data you should just stick to
the int data type, which is good enough for most purposes.
The float data type is represented in four bytes of memory, using a standard method for
encoding real numbers. The maximum value for a float is about 10 raised to the power 38.
A float can have about 7 significant digits. (So that 32.3989231134 and 32.3989234399 would
both have to be rounded off to about 32.398923 in order to be stored in a variable of type
float.) A double takes up 8 bytes, can range up to about 10 to the power 308, and has about
15 significant digits. Ordinarily, you should stick to the double type for real values.
A variable of type char occupies two bytes in memory. The value of a char variable is a
single character such as A, *, x, or a space character. The value can also be a special character
such a tab or a carriage return or one of the many Unicode characters that come from different
languages. Values of type char are closely related to integer values, since a character is actually
stored as a 16-bit integer code number. In fact, we will see that chars in Java can actually be
used like integers in certain situations.
It is important to remember that a primitive type value is represented using only a certain,
finite number of bits. So, an int can’t be an arbitrary integer; it can only be an integer
CHAPTER 2. NAMES AND THINGS 26
in a certain finite range of values. Similarly, float and double variables can only take on
certain values. They are not true real numbers in the mathematical sense. For example, the
mathematical constant π can only be approximated by a value of type float or double, since
it would require an infinite number of decimal places to represent it exactly. For that matter,
many simple numbers such as 1/3 can only be approximated by floats and doubles.
2.2.3 Literals
A data value is stored in the computer as a sequence of bits. In the computer’s memory, it
doesn’t look anything like a value written on this page. You need a way to include constant
values in the programs that you write. In a program, you represent constant values as literals.
A literal is something that you can type in a program to represent a value. It is a kind of name
for a constant value.
For example, to type a value of type char in a program, you must surround it with a pair
of single quote marks, such as ’A’, ’*’, or ’x’. The character and the quote marks make up a
literal of type char. Without the quotes, A would be an identifier and * would be a multiplication
operator. The quotes are not part of the value and are not stored in the variable; they are just
a convention for naming a particular character constant in a program. If you want to store the
character A in a variable ch of type char, you could do so with the assignment statement
ch = ’A’;
Certain special characters have special literals that use a backslash, \, as an “escape character.”
In particular, a tab is represented as ’\t’, a carriage return as ’\r’, a linefeed as ’\n’, the
single quote character as ’\’’, and the backslash itself as ’\\’. Note that even though you
type two characters between the quotes in ’\t’, the value represented by this literal is a single
tab character.
Numeric literals are a little more complicated than you might expect. Of course, there
are the obvious literals such as 317 and 17.42. But there are other possibilities for expressing
numbers in a Java program. First of all, real numbers can be represented in an exponential
form such as 1.3e12 or 12.3737e-108. The “e12” and “e-108” represent powers of 10, so that
1.3e12 means 1.3 times 1012 and 12.3737e-108 means 12.3737 times 10−108 . This format can be
used to express very large and very small numbers. Any numeric literal that contains a decimal
point or exponential is a literal of type double. To make a literal of type float, you have to
append an “F” or “f” to the end of the number. For example, “1.2F” stands for 1.2 considered
as a value of type float. (Occasionally, you need to know this because the rules of Java say that
you can’t assign a value of type double to a variable of type float, so you might be confronted
with a ridiculous-seeming error message if you try to do something like “x = 1.2;” if x is a
variable of type float. You have to say “x = 1.2F;". This is one reason why I advise sticking
to type double for real numbers.)
Even for integer literals, there are some complications. Ordinary integers such as 177777
and -32 are literals of type byte, short, or int, depending on their size. You can make a literal
of type long by adding “L” as a suffix. For example: 17L or 728476874368L. As another
complication, Java allows binary, octal (base-8), and hexadecimal (base-16) literals. I don’t
want to cover number bases in detail, but in case you run into them in other people’s programs,
it’s worth knowing a few things: Octal numbers use only the digits 0 through 7. In Java, a
numeric literal that begins with a 0 is interpreted as an octal number; for example, the octal
literal 045 represents the number 37, not the number 45. Octal numbers are rarely used, but
you need to be aware of what happens when you start a number with a zero. Hexadecimal
CHAPTER 2. NAMES AND THINGS 27
numbers use 16 digits, the usual digits 0 through 9 and the letters A, B, C, D, E, and F. Upper
case and lower case letters can be used interchangeably in this context. The letters represent
the numbers 10 through 15. In Java, a hexadecimal literal begins with 0x or 0X, as in 0x45
or 0xFF7A. Finally, binary literals start with 0b or 0B and contain only the digits 0 and 1; for
example: 0b10110.
As a final complication, numeric literals can include the underscore character (“ ”), which
can be used to separate groups of digits. For example, the integer constant for two billion could
be written 2 000 000 000, which is a good deal easier to decipher than 2000000000. There is
no rule about how many digits have to be in each group. Underscores can be especially useful
in long binary numbers; for example, 0b1010 1100 1011.
I will note that hexadecimal numbers can also be used in character literals to represent
arbitrary Unicode characters. A Unicode literal consists of \u followed by four hexadecimal
digits. For example, the character literal ’\u00E9’ represents the Unicode character that is an
“e” with an acute accent.
For the type boolean, there are precisely two literals: true and false. These literals are
typed just as I’ve written them here, without quotes, but they represent values, not variables.
Boolean values occur most often as the values of conditional expressions. For example,
rate > 0.05
is a boolean-valued expression that evaluates to true if the value of the variable rate is greater
than 0.05, and to false if the value of rate is less than or equal to 0.05. As you’ll see in
Chapter 3, boolean-valued expressions are used extensively in control structures. Of course,
boolean values can also be assigned to variables of type boolean. For example, if test is a
variable of type boolean, then both of the following assignment statements are legal:
test = true;
test = rate > 0.05;
What, after all, would the computer do with the value computed by the function in this case?
You have to tell the computer to do something with the value. You might tell the computer to
display it:
System.out.print( Math.sqrt(x) ); // Display the square root of x.
or you might use an assignment statement to tell the computer to store that value in a variable:
lengthOfSide = Math.sqrt(x);
The function call Math.sqrt(x) represents a value of type double, and it can be used anyplace
where a numeric literal of type double could be used. The x in this formula represents the
parameter to the subroutine; it could be a variable named “x”, or it could be replaced by any
expression that represents a numerical value. For example, Math.sqrt(2) computes the square
root of 2, and Math.sqrt(a*a+b*b) would be legal as long as a and b are numeric variables.
The Math class contains many static member functions. Here is a list of some of the more
important of them:
• Math.abs(x), which computes the absolute value of x.
• The usual trigonometric functions, Math.sin(x), Math.cos(x), and Math.tan(x). (For
all the trigonometric functions, angles are measured in radians, not degrees.)
• The inverse trigonometric functions arcsin, arccos, and arctan, which are written as:
Math.asin(x), Math.acos(x), and Math.atan(x). The return value is expressed in radi-
ans, not degrees.
• The exponential function Math.exp(x) for computing the number e raised to the power
x, and the natural logarithm function Math.log(x) for computing the logarithm of x in
the base e.
• Math.pow(x,y) for computing x raised to the power y.
• Math.floor(x), which rounds x down to the nearest integer value that is less than or
equal to x. Even though the return value is mathematically an integer, it is returned
as a value of type double, rather than of type int as you might expect. For example,
Math.floor(3.76) is 3.0, and Math.floor(-4.2) is -5. The function Math.round(x)
returns the integer that is closest to x, and Math.ceil(x) rounds x up to an integer.
(“Ceil” is short for “ceiling”, the opposite of “floor.”)
• Math.random(), which returns a randomly chosen double in the range 0.0 <=
Math.random() < 1.0. (The computer actually calculates so-called “pseudorandom”
numbers, which are not truly random but are effectively random enough for most pur-
poses.) We will find a lot of uses for Math.random in future examples.
For these functions, the type of the parameter—the x or y inside the parentheses—can be
any value of any numeric type. For most of the functions, the value returned by the function
is of type double no matter what the type of the parameter. However, for Math.abs(x), the
value returned will be the same type as x; if x is of type int, then so is Math.abs(x). So, for
example, while Math.sqrt(9) is the double value 3.0, Math.abs(9) is the int value 9.
Note that Math.random() does not have any parameter. You still need the parentheses,
even though there’s nothing between them. The parentheses let the computer know that this is
a subroutine rather than a variable. Another example of a subroutine that has no parameters
is the function System.currentTimeMillis(), from the System class. When this function is
executed, it retrieves the current time, expressed as the number of milliseconds that have passed
CHAPTER 2. NAMES AND THINGS 32
since a standardized base time (the start of the year 1970, if you care). One millisecond is one-
thousandth of a second. The return value of System.currentTimeMillis() is of type long (a
64-bit integer). This function can be used to measure the time that it takes the computer to
perform a task. Just record the time at which the task is begun and the time at which it is
finished and take the difference. For more accurate timing, you can use System.nanoTime()
instead. System.nanoTime() returns the number of nanoseconds since some arbitrary starting
time, where one nanosecond is one-billionth of a second. However, you should not expect the
time to be truly accurate to the nanosecond.
Here is a sample program that performs a few mathematical tasks and reports the time that
it takes for the program to run.
/**
* This program performs some mathematical computations and displays the
* results. It also displays the value of the constant Math.PI. It then
* reports the number of seconds that the computer spent on this task.
*/
public class TimedComputation {
public static void main(String[] args) {
long startTime; // Starting time of program, in nanoseconds.
long endTime; // Time when computations are done, in nanoseconds.
long compTime; // Run time in nanoseconds.
double seconds; // Time difference, in seconds.
startTime = System.nanoTime();
double width, height, hypotenuse; // sides of a triangle
width = 42.0;
height = 17.0;
hypotenuse = Math.sqrt( width*width + height*height );
System.out.print("A triangle with sides 42 and 17 has hypotenuse ");
System.out.println(hypotenuse);
System.out.println("\nMathematically, sin(x)*sin(x) + "
+ "cos(x)*cos(x) - 1 should be 0.");
System.out.println("Let’s check this for x = 100:");
System.out.print(" sin(100)*sin(100) + cos(100)*cos(100) - 1 is: ");
System.out.println( Math.sin(100)*Math.sin(100)
+ Math.cos(100)*Math.cos(100) - 1 );
System.out.println("(There can be round-off errors when"
+ " computing with real numbers!)");
System.out.print("\nHere is a random number: ");
System.out.println( Math.random() );
System.out.print("\nThe value of Math.PI is ");
System.out.println( Math.PI );
endTime = System.nanoTime();
compTime = endTime - startTime;
seconds = compTime / 1000000000.0;
System.out.print("\nRun time in nanoseconds was: ");
System.out.println(compTime);
System.out.println("(This is probably not perfectly accurate!");
System.out.print("\nRun time in seconds was: ");
CHAPTER 2. NAMES AND THINGS 33
System.out.println(seconds);
} // end main()
} // end class TimedComputation
prefer to use the more general term, “subroutine.” However, I should note that some people
prefer to use the term “method” from the beginning.
can also use s1.indexOf(ch) to search for a char, ch, in s1. To find the first occurrence
of x at or after position N, you can use s1.indexOf(x,N). To find the last occurrence of
x in s1, use s1.lastIndexOf(x).
• s1.compareTo(s2) is an integer-valued function that compares the two strings. If the
strings are equal, the value returned is zero. If s1 is less than s2, the value returned is
a number less than zero, and if s1 is greater than s2, the value returned is some number
greater than zero. There is also a function s1.compareToIgnoreCase(s2). (If both of
the strings consist entirely of lower case letters, or if they consist entirely of upper case
letters, then “less than” and “greater than” refer to alphabetical order. Otherwise, the
ordering is more complicated.)
• s1.toUpperCase() is a String -valued function that returns a new string that is equal to s1,
except that any lower case letters in s1 have been converted to upper case. For example,
"Cat".toUpperCase() is the string "CAT". There is also a function s1.toLowerCase().
• s1.trim() is a String -valued function that returns a new string that is equal to s1 except
that any non-printing characters such as spaces and tabs have been trimmed from the
beginning and from the end of the string. Thus, if s1 has the value "fred ", then
s1.trim() is the string "fred", with the spaces at the end removed.
For the functions s1.toUpperCase(), s1.toLowerCase(), and s1.trim(), note that the
value of s1 is not changed. Instead a new string is created and returned as the value of
the function. The returned value could be used, for example, in an assignment statement
such as “smallLetters = s1.toLowerCase();”. To change the value of s1, you could use an
assignment “s1 = s1.toLowerCase();”.
∗ ∗ ∗
Here is another extremely useful fact about strings: You can use the plus operator, +, to
concatenate two strings. The concatenation of two strings is a new string consisting of all the
characters of the first string followed by all the characters of the second string. For example,
"Hello" + "World" evaluates to "HelloWorld". (Gotta watch those spaces, of course—if you
want a space in the concatenated string, it has to be somewhere in the input data, as in
"Hello " + "World".)
Let’s suppose that name is a variable of type String and that it already refers to the name
of the person using the program. Then, the program could greet the user by executing the
statement:
System.out.println("Hello, " + name + ". Pleased to meet you!");
Even more surprising is that you can actually concatenate values of any type onto a String
using the + operator. The value is converted to a string, just as it would be if you printed it to
the standard output, and then that string is concatenated with the other string. For example,
the expression "Number" + 42 evaluates to the string "Number42". And the statements
System.out.print("After ");
System.out.print(years);
System.out.print(" years, the value is ");
System.out.print(principal);
can be replaced by the single statement:
System.out.print("After " + years +
" years, the value is " + principal);
CHAPTER 2. NAMES AND THINGS 36
Obviously, this is very convenient. It would have shortened some of the examples presented
earlier in this chapter.
You can print out an enum value with an output statement such as System.out.print(vacation).
The output value will be the name of the enum constant (without the “Season.”). In this case,
the output would be “SUMMER”.
Because an enum is technically a class, the enum values are technically objects. As ob-
jects, they can contain subroutines. One of the subroutines in every enum value is named
ordinal(). When used with an enum value, it returns the ordinal number of the value in
the list of values of the enum. The ordinal number simply tells the position of the value in
the list. That is, Season.SPRING.ordinal() is the int value 0, Season.SUMMER.ordinal() is
1, Season.FALL.ordinal() is 2, and Season.WINTER.ordinal() is 3. (You will see over and
over again that computer scientists like to start counting at zero!) You can, of course, use the
ordinal() method with a variable of type Season, such as vacation.ordinal().
Using enums can make a program more readable, since you can use meaningful names for
the values. And it can prevent certain types of errors, since a compiler can check that the values
assigned to an enum variable are in fact legal values for that variable. For now, you should just
appreciate them as the first example of an important concept: creating new types. Here is a
little example that shows enums being used in a complete program:
public class EnumDemo {
// Define two enum types -- remember that the definitions
// go OUTSIDE the main() routine!
enum Day { SUNDAY, MONDAY, TUESDAY, WEDNESDAY, THURSDAY, FRIDAY, SATURDAY }
enum Month { JAN, FEB, MAR, APR, MAY, JUN, JUL, AUG, SEP, OCT, NOV, DEC }
public static void main(String[] args) {
Day tgif; // Declare a variable of type Day.
Month libra; // Declare a variable of type Month.
tgif = Day.FRIDAY; // Assign a value of type Day to tgif.
libra = Month.OCT; // Assign a value of type Month to libra.
System.out.print("My sign is libra, since I was born in ");
System.out.println(libra); // Output value will be: OCT
System.out.print("That’s the ");
System.out.print( libra.ordinal() );
System.out.println("-th month of the year.");
System.out.println(" (Counting from 0, of course!)");
System.out.print("Isn’t it nice to get to ");
System.out.println(tgif); // Output value will be: FRIDAY
System.out.println( tgif + " is the " + tgif.ordinal()
+ "-th day of the week.");
}
}
(As I mentioned, an enum can actually be defined in a separate file. The sample program
SeparateEnumDemo.java is identical to EnumDemo.java, except that the enum types that it
uses are defined in files named Month.java and Day.java.)
CHAPTER 2. NAMES AND THINGS 38
minimum number of spaces that should be used for the output. If the integer that is being
output takes up fewer than 12 spaces, extra blank spaces are added in front of the integer to
bring the total up to 12. We say that the output is “right-justified in a field of length 12.” A
very large value is not forced into 12 spaces; if the value has more than 12 digits, all the digits
will be printed, with no extra spaces. The specifier %d means the same as %1d—that is, an
integer will be printed using just as many spaces as necessary. (The “d,” by the way, stands
for “decimal”—that is, base-10—numbers. You can replace the “d” with an “x” to output an
integer value in hexadecimal form.)
The letter “s” at the end of a format specifier can be used with any type of value. It
means that the value should be output in its default format, just as it would be in unformatted
output. A number, such as the “20” in %20s, can be added to specify the (minimum) number
of characters. The “s” stands for “string,” and it can be used for values of type String. It can
also be used for values of other types; in that case the value is converted into a String value in
the usual way.
The format specifiers for values of type double are more complicated. An “f”, as in %1.2f,
is used to output a number in “floating-point” form, that is with digits after a decimal point. In
%1.2f, the “2” specifies the number of digits to use after the decimal point. The “1” specifies
the (minimum) number of characters to output; a “1” in this position effectively means that
just as many characters as are necessary should be used. Similarly, %12.3f would specify a
floating-point format with 3 digits after the decimal point, right-justified in a field of length 12.
Very large and very small numbers should be written in exponential format, such as
6.00221415e23, representing “6.00221415 times 10 raised to the power 23.” A format speci-
fier such as %15.8e specifies an output in exponential form, with the “8” telling how many
digits to use after the decimal point. If you use “g” instead of “e”, the output will be in ex-
ponential form for very small values and very large values and in floating-point form for other
values. In %1.8g, the 8 gives the total number of digits in the answer, including both the digits
before the decimal point and the digits after the decimal point.
For numeric output, the format specifier can include a comma (“,”), which will cause the
digits of the number to be separated into groups, to make it easier to read big numbers. In
the United States, groups of three digits are separated by commas. For example, if x is one
billion, then System.out.printf("%,d",x) will output 1,000,000,000. In other countries, the
separator character and the number of digits per group might be different. The comma should
come at the beginning of the format specifier, before the field width; for example: %,12.3f.
If you want the output to be left-justified instead of right justified, add a minus sign to the
beginning of the format specifier: for example, %-20s.
In addition to format specifiers, the format string in a printf statement can include other
characters. These extra characters are just copied to the output. This can be a convenient way
to insert values into the middle of an output string. For example, if x and y are variables of
type int, you could say
System.out.printf("The product of %d and %d is %d", x, y, x*y);
When this statement is executed, the value of x is substituted for the first %d in the string, the
value of y for the second %d, and the value of the expression x*y for the third, so the output
would be something like “The product of 17 and 42 is 714” (quotation marks not included in
output!).
To output a percent sign, use the format specifier %% in the format string. You can use %n
to output a line feed. You can also use a backslash, \, as usual in strings to output special
characters such as tabs and double quote characters.
CHAPTER 2. NAMES AND THINGS 40
that the user typed will then be returned by the function, and it will be stored in the variable,
userInput. Here is a complete program that uses TextIO.getlnInt to read a number typed
by the user and then prints out the square of that number. Note the import directive on the
first line:
import textio.TextIO;
/**
* A program that reads an integer that is typed in by the
* user and computes and prints the square of that integer.
*/
public class PrintSquare {
public static void main(String[] args) {
int userInput; // The number input by the user.
int square; // The userInput, multiplied by itself.
System.out.print("Please type a number: ");
userInput = TextIO.getlnInt();
square = userInput * userInput;
System.out.println();
System.out.println("The number that you entered was " + userInput);
System.out.println("The square of that number is " + square);
System.out.println();
} // end of main()
} //end of class PrintSquare
When you run this program, it will display the message “Please type a number:” and will pause
until you type a response, including a carriage return after the number. Note that it is good
style to output a question or some other prompt to the user before reading input. Otherwise,
the user will have no way of knowing exactly what the computer is waiting for, or even that it
is waiting for the user to do something.
When you call one of these functions, you are guaranteed that it will return a legal value of
the correct type. If the user types in an illegal value as input—for example, if you ask for an
int and the user types in a non-numeric character or a number that is outside the legal range
of values that can be stored in a variable of type int—then the computer will ask the user to
re-enter the value, and your program never sees the first, illegal value that the user entered. For
TextIO.getlnBoolean(), the user is allowed to type in any of the following: true, false, t, f, yes,
no, y, n, 1, or 0. Furthermore, they can use either upper or lower case letters. In any case, the
user’s input is interpreted as a true/false value. It’s convenient to use TextIO.getlnBoolean()
to read the user’s response to a Yes/No question.
You’ll notice that there are two input functions that return Strings. The first, getlnWord(),
returns a string consisting of non-blank characters only. When it is called, it skips over any
spaces and carriage returns typed in by the user. Then it reads non-blank characters until
it gets to the next space or carriage return. It returns a String consisting of all the non-
blank characters that it has read. The second input function, getln(), simply returns a string
consisting of all the characters typed in by the user, including spaces, up to the next carriage
return. It gets an entire line of input text. The carriage return itself is not returned as part of
the input string, but it is read and discarded by the computer. Note that the String returned
by TextIO.getln() might be the empty string , "", which contains no characters at all. You
will get this return value if the user simply presses return, without typing anything else first.
TextIO.getln() does not skip blanks or end-of-lines before reading a value. But the
input functions getlnInt(), getlnDouble(), getlnBoolean(), and getlnChar() behave like
getlnWord() in that they will skip past any blanks and carriage returns in the input before
reading a value. When one of these functions skips over an end-of-line, it outputs a ’ ?’ to let
the user know that more input is expected.
Furthermore, if the user types extra characters on the line after the input value, all the
extra characters will be discarded, along with the carriage return at the end of the
line. If the program executes another input function, the user will have to type in another line
of input, even if they had typed more than one value on the previous line. It might not sound
like a good idea to discard any of the user’s input, but it turns out to be the safest thing to do
in most programs.
∗ ∗ ∗
Using TextIO for input and output, we can now improve the program from Section 2.2 for
computing the value of an investment. We can have the user type in the initial value of the
investment and the interest rate. The result is a much more useful program—for one thing, it
makes sense to run it more than once! Note that this program uses formatted output to print
out monetary values in their correct format.
import textio.TextIO;
/**
* This class implements a simple program that will compute
* the amount of interest that is earned on an investment over
* a period of one year. The initial amount of the investment
* and the interest rate are input by the user. The value of
* the investment at the end of the year is output. The
* rate must be input as a decimal, not a percentage (for
* example, 0.05 rather than 5).
*/
public class Interest2 {
CHAPTER 2. NAMES AND THINGS 43
When you call TextIO.writeFile, TextIO remembers the file and automatically sends any
output from TextIO.put or other output functions to that file. If you want to go back to
writing to standard output, you can call
TextIO.writeStandardOutput();
Here is a simple program that asks the user some questions and outputs the user’s responses to
a file named “profile.txt.” As an example, it uses TextIO for output to standard output as well
as to the file, but System.out could also have been used for the output to standard output.
import textio.TextIO;
public class CreateProfile {
public static void main(String[] args) {
String name; // The user’s name.
String email; // The user’s email address.
double salary; // the user’s yearly salary.
String favColor; // The user’s favorite color.
TextIO.putln("Good Afternoon! This program will create");
TextIO.putln("your profile file, if you will just answer");
TextIO.putln("a few simple questions.");
TextIO.putln();
/* Gather responses from the user. */
TextIO.put("What is your name? ");
name = TextIO.getln();
TextIO.put("What is your email address? ");
email = TextIO.getln();
TextIO.put("What is your yearly income? ");
salary = TextIO.getlnDouble();
TextIO.put("What is your favorite color? ");
favColor = TextIO.getln();
/* Write the user’s information to the file named profile.txt. */
TextIO.writeFile("profile.txt"); // subsequent output goes to file
TextIO.putln("Name: " + name);
TextIO.putln("Email: " + email);
TextIO.putln("Favorite Color: " + favColor);
TextIO.putf( "Yearly Income: %,1.2f%n", salary);
/* Print a final message to standard output. */
TextIO.writeStandardOutput();
TextIO.putln("Thank you. Your profile has been written to profile.txt.");
}
}
In many cases, you want to let the user select the file that will be used for output. You
could ask the user to type in the file name, but that is error-prone, and users are more familiar
with selecting a file from a file dialog box. The statement
TextIO.writeUserSelectedFile();
CHAPTER 2. NAMES AND THINGS 45
will open a typical graphical-user-interface file selection dialog where the user can specify the
output file. This also has the advantage of alerting the user if they are about to replace
an existing file. It is possible for the user to cancel the dialog box without selecting a file.
TextIO.writeUserSelectedFile is a function that returns a boolean value. The return value
is true if the user selected a file, and is false if the user canceled the dialog box. Your program
can check the return value if it needs to know whether it is actually going to write to a file or
not.
∗ ∗ ∗
TextIO can also read from files, as an alternative to reading from standard input. You can
specify an input source for TextIO’s various “get” functions. The default input source is standard
input. You can use the statement TextIO.readFile("data.txt") to read from a file named
“data.txt” instead, or you can let the user select the input file with a GUI-style dialog box by
saying TextIO.readUserSelectedFile(). After you have done this, any input will come from
the file instead of being typed by the user. You can go back to reading the user’s input with
TextIO.readStandardInput().
When your program is reading from standard input, the user gets a chance to correct any
errors in the input. This is not possible when the program is reading from a file. If illegal data
is found when a program tries to read from a file, an error occurs that will crash the program.
(Later, we will see that it is possible to “catch” such errors and recover from them.) Errors can
also occur, though more rarely, when writing to files.
A complete understanding of input/output in Java requires a knowledge of object oriented
programming. We will return to the topic later, in Chapter 11. The file I/O capabilities in
the TextIO class are rather primitive by comparison. Nevertheless, they are sufficient for many
applications, and they will allow you to get some experience with files sooner rather than later.
on the line has been read or discarded (by one of the “getln” functions). The user only gets to
type when the buffer is empty.
Note, by the way, that although the TextIO input functions will skip past blank spaces and
carriage returns while looking for input, they will not skip past other characters. For example,
if you try to read two ints and the user types “42,17”, the computer will read the first number
correctly, but when it tries to read the second number, it will see the comma. It will regard this
as an error and will force the user to retype the number. If you want to input several numbers
from one line, you should make sure that the user knows to separate them with spaces, not
commas. Alternatively, if you want to require a comma between the numbers, use getChar()
to read the comma before reading the second number.
There is another character input function, TextIO.getAnyChar(), which does not skip past
blanks or carriage returns. It simply reads and returns the next character typed by the user,
even if it’s a blank or carriage return. If the user typed a carriage return, then the char returned
by getAnyChar() is the special linefeed character ’\n’. There is also a function, TextIO.peek(),
that lets you look ahead at the next character in the input without actually reading it. After
you “peek” at the next character, it will still be there when you read the next item from input.
This allows you to look ahead and see what’s coming up in the input, so that you can take
different actions depending on what’s there.
The TextIO class provides a number of other functions. To learn more about them, you can
look at the comments in the source code file, TextIO.java.
Clearly, the semantics of input is much more complicated than the semantics of output!
Fortunately, for the majority of applications, it’s pretty straightforward in practice. You only
need to follow the details if you want to do something fancy. In particular, I strongly advise
you to use the “getln” versions of the input routines, rather than the “get” versions, unless you
really want to read several items from the same line of input, precisely because the semantics
of the “getln” versions is much simpler.
same as TextIO.getInt() except for two things: If the value entered by the user is not a legal
int, then stdin.nextInt() will crash rather than prompt the user to re-enter the value. And
the integer entered by the user must be followed by a blank space or by an end-of-line, whereas
TextIO.getInt() will stop reading at any character that is not a digit.
There are corresponding methods for reading other types of data, including
stdin.nextDouble(), stdin.nextLong(), and stdin.nextBoolean(). (stdin.nextBoolean()
will only accept “true” or “false” as input.) These subroutines can read more than one value
from a line, so they are more similar to the “get” versions of TextIO subroutines rather than
the “getln” versions. The method stdin.nextLine() is equivalent to TextIO.getln(), and
stdin.next(), like TextIO.getWord(), returns a string of non-blank characters.
As a simple example, here is a version of the sample program Interest2.java that uses Scanner
instead of TextIO for user input:
import java.util.Scanner;
public class Interest2WithScanner {
public static void main(String[] args) {
Scanner stdin = new Scanner( System.in ); // Create the Scanner.
double principal; // The value of the investment.
double rate; // The annual interest rate.
double interest; // The interest earned during the year.
System.out.print("Enter the initial investment: ");
principal = stdin.nextDouble();
System.out.print("Enter the annual interest rate (as a decimal): ");
rate = stdin.nextDouble();
interest = principal * rate; // Compute this year’s interest.
principal = principal + interest; // Add it to principal.
System.out.printf("The amount of interest is $%1.2f%n", interest);
System.out.printf("The value after one year is $%1.2f%n", principal);
} // end of main()
} // end of class Interest2WithScanner
Note the inclusion of the two lines given above to import Scanner and create stdin.
Also note the substitution of stdin.nextDouble() for TextIO.getlnDouble(). (In fact,
stdin.nextDouble() is really equivalent to TextIO.getDouble() rather than to the “getln”
version, but this will not affect the behavior of the program as long as the user types just one
number on each line of input.)
I will continue to use TextIO for input for the time being, but I will give a few more examples
of using Scanner in the on-line solutions to the end-of-chapter exercises. There will be more
detailed coverage of Scanner later in the book.
When two numerical values are combined (after doing type conversion on one of them, if
necessary), the answer will be of the same type. If you multiply two ints, you get an int; if you
multiply two doubles, you get a double. This is what you would expect, but you have to be
very careful when you use the division operator /. When you divide two integers, the answer
will always be an integer; if the quotient has a fractional part, it is discarded. For example, the
value of 7/2 is 3, not 3.5. If N is an integer variable, then N/100 is an integer, and 1/N is equal
to zero for any N greater than one! This fact is a common source of programming errors. You
can force the computer to compute a real number as the answer by making one of the operands
real: For example, when the computer evaluates 1.0/N, it first converts N to a real number in
order to match the type of 1.0, so you get a real number as the answer.
Java also has an operator for computing the remainder when one number is divided by
another. This operator is indicated by %. If A and B are integers, then A % B represents the
remainder when A is divided by B. (However, for negative operands, % is not quite the same as
the usual mathematical “modulus” operator, since if one of A or B is negative, then the value
of A % B will be negative.) For example, 7 % 2 is 1, while 34577 % 100 is 77, and 50 % 8 is
2. A common use of % is to test whether a given integer is even or odd: N is even if N % 2 is
zero, and it is odd if N % 2 is 1. More generally, you can check whether an integer N is evenly
divisible by an integer M by checking whether N % M is zero.
The % operator also works with real numbers. In general, A % B is what is left over after
you remove as many copies of B as possible from A. For example, 7.52 % 0.5 is 0.02.
Finally, you might need the unary minus operator, which takes the negative of a number.
For example, -X has the same value as (-1)*X. For completeness, Java also has a unary plus
operator, as in +X, even though it doesn’t really do anything.
By the way, recall that the + operator can also be used to concatenate a value of any type
onto a String. When you use + to combine a string with a value of some other type, it is another
example of type conversion, since any type can be automatically converted into type String.
Usually, the operators ++ or -- are used in statements like “x++;” or “x--;”. These state-
ments are commands to change the value of x. However, it is also legal to use x++, ++x, x--,
or --x as expressions, or as parts of larger expressions. That is, you can write things like:
y = x++;
y = ++x;
TextIO.putln(--x);
z = (++x) * (y--);
The statement “y = x++;” has the effects of adding 1 to the value of x and, in addition, assigning
some value to y. The value assigned to y is defined to be the old value of x, before the 1 is
added. Thus, if the value of x is 6, the statement “y = x++;” will change the value of x to 7,
but it will change the value of y to 6, because the value assigned to y is the old value of x. On
the other hand, the value of ++x is defined to be the new value of x, after the 1 is added. So if
x is 6, then the statement “y = ++x;” changes the values of both x and y to 7. The decrement
operator, --, works in a similar way.
Note in particular that the statement x = x++; does not change the value of x! This is
because the value that is being assigned to x is the old value of x, the one that it had before the
statement was executed. The net result is that x is incremented but then immediately changed
back to its previous value! You also need to remember that x++ is not the same as x + 1. The
expression x++ changes the value of x; the expression x + 1 does not.
This can be confusing, and I have seen many bugs in student programs resulting from the
confusion. My advice is: Don’t be confused. Use ++ and -- only as stand-alone statements,
not as expressions. I will follow this advice in almost all examples in these notes.
boolean sameSign;
sameSign = ((x > 0) == (y > 0));
One thing that you cannot do with the relational operators <, >, <=, and >= is to use them
to compare values of type String. You can legally use == and != to compare Strings, but
because of peculiarities in the way objects behave, they might not give the results you want.
(The == operator checks whether two objects are stored in the same memory location, rather
than whether they contain the same value. Occasionally, for some objects, you do want to
make such a check—but rarely for strings. I’ll get back to this in a later chapter.) Instead,
you should compare strings using subroutines such as equals() and compareTo(), which were
described in Subsection 2.3.3.
Another place where == and != don’t work as you would expect is with Double.NaN, the
constant that represents an undefined value of type double. The values of x == Double.NaN and
x != Double.NaN are both defined to be false in all cases, whether or not x is Double.NaN! To
test whether a real value x is the undefined value Double.NaN, use the boolean-valued function
Double.isNaN(x).
operator—that is, it has three operands—and it comes in two pieces, ? and :, that have to be
used together. It takes the form
hboolean-expression i ? hexpression1 i : hexpression2 i
The computer tests the value of hboolean-expressioni. If the value is true, it evaluates
hexpression1 i; otherwise, it evaluates hexpression2 i. For example:
next = (N % 2 == 0) ? (N/2) : (3*N+1);
will assign the value N/2 to next if N is even (that is, if N % 2 == 0 is true), and it will assign
the value (3*N+1) to next if N is odd. (The parentheses in this example are not required, but
they do make the expression easier to read.)
You can do type casts from any numeric type to any other numeric type. However, you should
note that you might change the numeric value of a number by type-casting it. For example,
(short)100000 is -31072. (The -31072 is obtained by taking the 4-byte int 100000 and throwing
away two of those bytes to obtain a short—you’ve lost the real information that was in those
two bytes.)
When you type-cast a real number to an integer, the fractional part is discarded. For
example, (int)7.9453 is 7. As another example of type casts, consider the problem of get-
ting a random integer between 1 and 6. The function Math.random() gives a real number
between 0.0 and 0.9999. . . , and so 6*Math.random() is between 0.0 and 5.999. . . . The type-
cast operator, (int), can be used to convert this to an integer: (int)(6*Math.random()).
Thus, (int)(6*Math.random()) is one of the integers 0, 1, 2, 3, 4, and 5. To get a number
between 1 and 6, we can add 1: “(int)(6*Math.random()) + 1”. (The parentheses around
6*Math.random() are necessary because of precedence rules; without the parentheses, the type
cast operator would apply only to the 6.)
The type char is almost an integer type. You can assign char values to int variables, and you
can assign integer constants in the range 0 to 65535 to char variables. You can also use explicit
type-casts between char and the numeric types. For example, (char)97 is ’a’, (int)’+’ is
43, and (char)(’A’ + 2) is ’C’.
∗ ∗ ∗
Type conversion between String and other types cannot be done with type-casts. One way to
convert a value of any type into a string is to concatenate it with an empty string. For example,
"" + 42 is the string "42". But a better way is to use the function String.valueOf(x), a static
member function in the String class. String.valueOf(x) returns the value of x, converted into
a string. For example, String.valueOf(42) is the string "42", and if ch is a char variable,
then String.valueOf(ch) is a string of length one containing the single character that is the
value of ch.
It is also possible to convert certain strings into values of other types. For example, the
string "10" should be convertible into the int value 10, and the string "17.42e-2" into the
double value 0.1742. In Java, these conversions are handled by built-in functions.
The standard class Integer contains a static member function for converting from String to
int. In particular, if str is any expression of type String, then Integer.parseInt(str) is a
function call that attempts to convert the value of str into a value of type int. For example, the
value of Integer.parseInt("10") is the int value 10. If the parameter to Integer.parseInt
does not represent a legal int value, then an error occurs.
Similarly, the standard class Double includes a function Double.parseDouble. If str is a
String, then the function call Double.parseDouble(str) tries to convert str into a value of
type double. An error occurs if str does not represent a legal double value.
∗ ∗ ∗
Getting back to assignment statements, Java has several variations on the assignment
operator, which exist to save typing. For example, “A += B” is defined to be the same as
“A = A + B”. Every operator in Java that applies to two operands, except for the relational
operators, gives rise to a similar assignment operator. For example:
x -= y; // same as: x = x - y;
x *= y; // same as: x = x * y;
x /= y; // same as: x = x / y;
x %= y; // same as: x = x % y;
q &&= p; // same as: q = q && p; (for booleans q and p)
CHAPTER 2. NAMES AND THINGS 54
The combined assignment operator += even works with strings. Recall that when the + operator
is used with a string as one of the operands, it represents concatenation. Since str += x is
equivalent to str = str + x, when += is used with a string on the left-hand side, it appends
the value on the right-hand side onto the string. For example, if str has the value “tire”, then
the statement str += ’d’; changes the value of str to “tired”.
This textbook covers Java 8, but as of the release of Version 8.1.1 of the book in May
2020, the current version of Java is Java 14, with version 15 due to be released in September
2020. Significant changes both in the Java language and in the Oracle corporation’s policies
concerning Java have been made since the release of Java 8. Unfortunately, the changes have
made it somewhat more difficult to install Java and get it up and running. In this section, I
will try to give you enough information to make it possible to install Java and use it with this
textbook.
One of the changes made to Java was to the release schedule. New versions of Java will
be released much more frequently than in the past, about twice a year, but only some of the
releases are “long-term support” (LTS) releases that will continue to receive bug fixes and
security updates over an extended period of time. Java 8 and Java 11 are long-term support
releases, but Java 9, 10, 12, 13, and 14 are not. In fact, only Java 8, 11, and 14 are currently
officially supported (although for the purposes of this textbook, using another version that is
no longer receiving support is not a real problem).
You should get the JavaFX “SDK”—not the “jmods”—for your operating system (Linux,
Mac OS, or Windows). You should get the version number that matches the version number
of the OpenJDK that you downloaded.
If you downloaded a JDK installer for Windows or Mac OS from Oracle or AdoptOpenJDK,
you can just double-click the installer file to start the installation, if it does not start automat-
ically. Otherwise, when you download OpenJDK or the JavaFX SDK, it will be in the form of
a compressed archive file. You will need to extract the contents of the archive. Usually, simply
double-clicking the icon of the archive file will either extract the contents or open a program
that you can use to extract the contents. You will get a directory with a name something like
jdk-11.0.7 or or javafx-sdk-11.0.2. You can put the directories anywhere on your computer, but
you will need to know where they are located.
Note that if you are using Linux, then a recent OpenJDK and JavaFX should be available in
the software repositories for your version of Linux, and all that you need to do is use your Linux
software installer tool to install them. (Exactly what that means depends on the version of
Linux that you are using. Search for packages with names containing “openjdk” and “openjfx”.)
You will still need to know where the JavaFX SDK directory is located; on my computer, it’s
/usr/share/openjfx.
And if you are using Mac OS and downloaded an OpenJDK as an archive file, then
when you extract the OpenJDK archive, you will get a directory that is named something
like jdk-11.0.7.jdk. It is advisable to move that JDK directory into the directory /Li-
brary/Java/JavaVirtualMachines/. (This will require administrative privileges on your Mac.)
Mac OS should automatically use the most recent JDK in /Library/Java/JavaVirtualMachines/
as the default version of Java.
As for Windows, the usual location for JDKs is in C:\Program Files\Java, so you might
consider moving the OpenJDK directory there.
command dir (on Windows) or ls (on Linux and Mac OS). When the window first opens,
the current directory is your home directory , where your personal files are stored. You can
change the current directory using the cd command with the name of the directory that you
want to use. For example, if the current directory is your home directory, then you can change
into your Desktop directory by typing the command cd Desktop (and then pressing return).
You might want to create a directory (that is, a folder) to hold your Java work. For example,
you might create a directory named javawork in your home directory. You can do this using
your computer’s GUI; another way is to use the command line: Open a command window. If
you want to put your work directory in a different folder from your home directory, cd into
the directory where you want to put it. Then enter the command mkdir javawork to make
the directory. When you want to work on programming, open a command window and use the
cd command to change into your Java work directory. Of course, you can have more than one
working directory for your Java work; you can organize your files any way you like.
∗ ∗ ∗
The most basic commands for using Java on the command line are javac and java. The
javac command is used to compile Java source code, and java is used to run Java programs.
These commands, and other commands for working with Java, can be found in a directory
named bin inside the JDK directory. If you set things up correctly on your computer, it should
recognize these commands when you type them on the command line. Try typing the commands
java -version and javac -version. The output from these commands should tell you which
version of Java is being used. If you get a message such as “Command not found,” then Java
is not correctly configured.
Java should already be configured correctly on Linux, if you have installed Java from
the Linux software repositories. The same is true on Mac OS, if you have used an in-
staller from AdoptOpenJDK or if you have manually moved the OpenJDK directory into
/Library/Java/JavaVirtualMachines/ — on Mac OS, javac and java will use the most re-
cent JDK in that directory. For Windows, an AdoptOpenJDK installer should set things up
correctly by default. If you use Oracle JDK or a JDK from a compressed archive file, you
need to add the JDK bin directory to the system path by hand. The installation instructions
for the Oracle JDK for Windows have information about how to do that; see the “Installation
Instructions” link on the following page, and look for “Setting the Path Environment Variable”
in the instructions for installing the JDK on Windows:
https://www.oracle.com/technetwork/java/javase/downloads/index.html
∗ ∗ ∗
To test the javac command, place a copy of HelloWorld.java into your working directory.
(If you downloaded the Web site of this book, you can find it in the directory named source;
you can use your computer’s GUI to copy-and-paste this file into your working directory. Al-
ternatively, you can navigate to HelloWorld.java on the book’s Web site and use the “Save As”
command in your Web browser to save a copy of the file into your working directory.) Type
the command:
javac HelloWorld.java
This will compile HelloWorld.java and will create a bytecode file named HelloWorld.class
in the same directory. Note that if the command succeeds, you will not get any response from
the computer; it will just redisplay the command prompt to tell you it’s ready for another
command. You will then be able to run the program using the java command:
java HelloWorld
CHAPTER 2. NAMES AND THINGS 58
The computer should respond by outputting the message “Hello World!”. Note that although
the program is stored in a file named HelloWorld.class, the java command uses the name of
the class, HelloWorld, not the name of the file.
Many of the sample programs for this book use TextIO to read input from the user (see
Subsection 2.4.3). Since TextIO is not a standard part of Java, you must make it available to any
program that uses it. This means that your working directory should contain a folder named
textio, and inside that folder should be the file TextIO.java. You can copy TextIO.java from
this book’s source directory, or your can download it from the web site, but you should be sure
to place it inside a folder named textio in the same directory as the program that uses TextIO.
Once you have TextIO.java you can run a sample program such as Interest2.java to test
user input. First, compile the program with the command
javac Interest2.java
If successful, this will create the compiled file named Interest2.class. But you will also notice
that it creates the file TextIO.class inside the textio folder, if that file does not already exist.
More generally, the javac command will compile not just the file that you specify but also any
additional Java files that are needed. Once you have Interest2.class, you can run it using
the command
java Interest2
You will be asked to enter some information, and you will respond by typing your answers into
the command window, pressing return at the end of each line. When the program ends, you
will see the command prompt, and you can enter another command. (Note, by the way, that
“java TextIO” would not make sense, since TextIO does not have a main() routine, and so it
is not possible to execute it as a program.)
You can follow a similar procedure to run all of the examples in this book that do not use
JavaFX. For running JavaFX programs, see the next subsection below.
∗ ∗ ∗
To create your own programs, you will need a text editor . A text editor is a computer
program that allows you to create and save documents that contain plain text. It is important
that the documents be saved as plain text, that is without any special encoding or formatting
information. Word processor documents are not appropriate, unless you can get your word
processor to save as plain text. A good text editor can make programming a lot more pleasant.
Linux comes with several text editors. On Windows, you can use notepad in a pinch, but you
will probably want something better. For Mac OS, you might download the BBEdit application,
which can be used for free. One possibility that will work on any platform is to use jedit, a
programmer’s text editor that is itself written in Java and that can be downloaded for free from
www.jedit.org. Another popular cross-platform programming editor is Atom, available from
atom.io.
To work on your programs, you can open a command line window and cd into the working
directory where you will store your source code files. Start up your text editor program, such
as by double-clicking its icon or selecting it from a Start menu. Type your code into the editor
window, or open an existing source code file that you want to modify. Save the file into your
working directory. Remember that the name of a Java source code file must end in “.java”, and
the rest of the file name must match the name of the class that is defined in the file. Once the
file is saved in your working directory, go to the command window and use the javac command
to compile it, as discussed above. If there are syntax errors in the code, they will be listed
in the command window. Each error message contains the line number in the file where the
CHAPTER 2. NAMES AND THINGS 59
computer found the error. Go back to the editor and try to fix one or more errors, save your
changes, and then try the javac command again. (It’s usually a good idea to just work on
the first few errors; sometimes fixing those will make other errors go away.) Remember that
when the javac command finally succeeds, you will get no message at all, or possibly just some
“warnings” that do not stop the program from running. Then you can use the java command
to run your program, as described above. Once you’ve compiled the program, you can run it
as many times as you like without recompiling it.
That’s really all there is to it: Keep both editor and command-line window open. Edit,
save, and compile until you have eliminated all the syntax errors. (Always remember to save
the file before compiling it—the compiler only sees the saved file, not the version in the editor
window.) When you run the program, you might find that it has semantic errors that cause it
to run incorrectly. In that case, you have to go back to the edit/save/compile loop to try to
find and fix the problem.
ranging from fairly simple wrappers around the JDK to highly complex applications with a
multitude of features. For a beginning programmer, there is a danger in using an IDE, since
the difficulty of learning to use the IDE, on top of the difficulty of learning to program, can be
daunting. However, for my own programming, I generally use the Eclipse IDE, and I introduce
my students to it after they have had some experience with the command line. I will discuss
Eclipse in some detail and a much simpler alternative, BlueJ, more briefly. IDEs have features
that are very useful even for a beginning programmer, although a beginner will want to ignore
many of their advanced features.
Unless you are using Oracle’s JDK for Java 8, 9, or 10, using Eclipse for JavaFX programs
will require some extra configuration. The next subsection discusses using JavaFX in Eclipse.
This subsection tells you how to use it for programs that use only standard Java classes.
You can download an Eclipse IDE from eclipse.org. When I install Eclipse, I get the “Eclipse
IDE for Java Developers” package from this web page:
https://www.eclipse.org/downloads/packages/
For Windows and Linux, the download is a compressed archive file. You can simply extract
the contents of the archive and place the resulting directory wherever you want it on your
computer. You will find the Eclipse application in that directory, and you can start Eclipse by
double-clicking the application icon. For Mac OS, the download is a .dmg file that contains the
Eclipse application. You can open the .dmg file and drag the application to any location that
you prefer (probably the Applications folder).
Eclipse is a free program. It is itself written in Java. It requires a JDK for Java 8 or later.
Before trying to run Eclipse, you should first install a JDK. (Note for Mac OS users: As of
June 2019, a bug in Eclipse stops it from running on JDK 12. Until that is fixed, you can stick
to JDK 11 as your default version of Java, if you want to use Eclipse.)
The first time you start Eclipse, you will be asked to specify a workspace, which is the
directory where your work will be stored. You can accept the default name, or provide one
of your own. You can use multiple workspaces and select the one that you want to use at
startup. When a new workspace is first opened, the Eclipse window will be filled by a large
“Welcome” screen that includes links to extensive documentation and tutorials. You should
close this screen, by clicking the “X” next to the word “Welcome”; you can get back to it later
by choosing “Welcome” from the “Help” menu.
The Eclipse GUI consists of one large window that is divided into several sections. Each
section contains one or more views. For example, a view can be a text editor, it can be a place
where a program can do I/O, or it can contain a list of your projects. If there are several views
in one section of the window, then there will be tabs at the top of the section to select the view
that is displayed in that section. Each view displays a different type of information. The whole
set of views is called a perspective. Eclipse uses different perspectives, that is, different sets of
views of different types of information, for different tasks. For compiling and running programs,
the only perspective that you will need is the “Java Perspective,” which is the default. As you
become more experienced, you might want to use the “Debug Perspective,” which has features
designed to help you find semantic errors in programs. There are small buttons in the Eclipse
toolbar that can be used to switch between perspectives.
The Java Perspective includes a large area in the center of the window that contains text
editor views. This is where you will create and edit your programs. To the left of this is the
Package Explorer view, which will contain a list of your Java projects and source code files. To
the right are some other views that I don’t find very useful; I suggest that you close them by
clicking the small “X” next to the name of each one. Several other views that will be useful
CHAPTER 2. NAMES AND THINGS 62
appear in a section of the window below the editing area. If you accidently close one of the
important views, such as the Package Explorer, you can get it back by selecting it from the
“Show View” submenu of the “Window” menu. You can also reset the whole window to its
default contents by selecting “Reset Perspective” from the “Window” menu.
∗ ∗ ∗
To do any work in Eclipse, you need a project. To start a Java project, go to the “New”
submenu in the “File” menu, and select the “Java Project” command. In the window that pops
up, it is only necessary to fill in a “Project Name” for the project and click the “Finish” button.
(In some circumstances, it might be necessary to select the JDK that you want to use for the
project.) The project name can be anything you like. Eclipse might ask you if you want to
create “module-info.java” — you should click “Don’t Create”; the programs in this book
do not use modules. (See Subsection 4.6.4 for information about modules.) The project should
appear in the “Package Explorer” view. Click on the small triangle or plus sign next to the
project name to see the contents of the project. Assuming that you use the default settings,
there should be a directory named “src,” which is where your Java source code files will go. It
also contains the “JRE System Library”; this is the collection of standard built-in classes that
come with Java.
To run any of the sample Java programs from this textbook, you need to copy the source
code file into your Eclipse Java project. Assuming that you have downloaded the source code
file onto your computer, you can copy-and-paste it into the Eclipse window. (Right-click the
file icon (or control-click on Mac OS); select “Copy” from the pop-up menu; then right-click
the project’s src folder in the Eclipse window, and select “Paste”. Be sure to paste it into the
src folder, not into the project itself; files outside the src folder are not treated as Java source
code files.) Alternatively, you can try dragging the file icon from a file browser window onto
the src folder in the Eclipse window.
To use the TextIO based examples from this textbook, you must add the source code file
TextIO.java to your project. This file has to be in a “package” named textio. If you have
downloaded TextIO.java and placed it into a folder named “textio,” as described above, then
you can simply copy-and-paste the textio folder into the “src” folder of your project. Alterna-
tively, you can create the textio package using the “New/Package” command from the “File”
menu. This will make a folder named “textio” in your project, and you can then copy-and-paste
TextIO.java into that folder. In any case, package textio should appear under “src” in your
project, with TextIO.java inside it. (You can drag files from one location to another in the
Package Explorer view, if you accidently put a file in the wrong location.)
Once a Java program is in the project, you can open it in an editor by double-clicking the
file name in the “Package Explorer” view. To run the program, right-click in the editor window,
or on the file name in the Package Explorer view (or control-click in Mac OS). In the menu that
pops up, go to the “Run As” submenu, and select “Java Application”. The program will be
executed. If the program writes to standard output, the output will appear in the “Console”
view, in the area of the Eclipse window below the editing area. If the program uses TextIO
or Scanner for input, you will have to type the required input into the “Console” view—click
the “Console” view before you start typing so that the characters that you type will be
sent to the correct part of the window. (For an easier way to run a program, find and click
the small “Run” button in Eclipse’s tool bar. This will run either the program in the editor
window, the program selected in the Package Explorer view, or the program that was run most
recently, depending on context.) Note that when you run a program in Eclipse, it is compiled
automatically. There is no separate compilation step.
CHAPTER 2. NAMES AND THINGS 63
You can have more than one program in the same Eclipse project, or you can create addi-
tional projects to organize your work better. Remember to place a copy of TextIO.java, inside
a folder named textio, in any project that requires it.
∗ ∗ ∗
To create a new Java program in Eclipse, you must create a new Java class. To do that,
right-click the Java project name in the “Project Explorer” view. Go to the “New” submenu
of the popup menu, and select “Class”. (Alternatively, there is a small icon in the toolbar at
the top of the Eclipse window that you can click to create a new Java class.) In the window
that opens, type in the name of the class that you want to create. The class name must be
a legal Java identifier. Note that you want the name of the class, not the name of the source
code file, so don’t add “.java” at the end of the name. The window also includes an input box
labeled “Package” where you can specify the name of a package to contain the class. Most
examples in this book use the “default package,” but you can create your own programs in any
package. To use the default package, the “Package” input box should be empty. Finally, click
the “Finish” button to create the class. The class should appear inside the “src” folder, in a
folder corresponding to its package. The new file should automatically open in the editing area
so that you can start typing in your program.
Eclipse has several features that aid you as you type your code. It will underline any syntax
error with a jagged red line, and in some cases will place an error marker in the left border
of the edit window. If you hover the mouse cursor over the error marker or over the error
itself, a description of the error will appear. Note that you do not have to get rid of every
error immediately as you type; some errors will go away as you type in more of the program.
If an error marker displays a small “light bulb,” Eclipse is offering to try to fix the error for
you. Click the light bulb—or simply hover your mouse over the actual error—to get a list of
possible fixes, then click the fix that you want to apply. For example, if you use an undeclared
variable in your program, Eclipse will offer to declare it for you. You can actually use this
error-correcting feature to get Eclipse to write certain types of code for you! Unfortunately,
you’ll find that you won’t understand a lot of the proposed fixes until you learn more about
the Java language, and it is not a good idea to apply a fix that you don’t understand—often
that will just make things worse in the end.
Eclipse will also look for spelling errors in comments and will underline them with jagged
red lines. Hover your mouse over the error to get a list of possible correct spellings.
Another essential Eclipse feature is content assist. Content assist can be invoked by typing
Control-Space. It will offer possible completions of whatever you are typing at the moment. For
example, if you type part of an identifier and hit Control-Space, you will get a list of identifiers
that start with the characters that you have typed; use the up and down arrow keys to select one
of the items in the list, and press Return or Enter. (You can also click an item with the mouse
to select it, or hit Escape to dismiss the list.) If there is only one possible completion when
you hit Control-Space, it will be inserted automatically. By default, Content Assist will also
pop up automatically, after a short delay, when you type a period or certain other characters.
For example, if you type “TextIO.” and pause for just a fraction of a second, you will get a
list of all the subroutines in the TextIO class. Personally, I find this auto-activation annoying.
You can disable it in the Eclipse Preferences. (Look under Java / Editor / Content Assist, and
turn off the “Enable auto activation” option.) You can still call up Code Assist manually with
Control-Space.
Once you have an error-free program, you can run it as described above. If you find a
problem when you run it, it’s very easy to go back to the editor, make changes, and run it
CHAPTER 2. NAMES AND THINGS 64
again.
If you are adding a new JRE, you need to specify the “JRE home.” This will be the directory
that contains the bin directory of the JDK that you want to use. Click the “Directory” button
to open a file browser, and navigate to that directory. This can be a JDK that you have simply
downloaded and have not installed officially on your computer, or it can be an installed JDK.
In the example, the JDK was officially installed on Linux. (On Windows or Linux, you want
CHAPTER 2. NAMES AND THINGS 65
the main JDK directory. For Mac OS, you need to navigate to the main JDK directory, then
go into the “Content” folder and finally into the “Home” folder; the JRE home will end with
/Content/Home.) If you enter a valid JDK directory, Eclipse will fill in a JRE name and system
library.
Remember that to use JavaFX, you need to make it available to your program both at
compile time and at run time. To make it available at compile time, you can add JavaFX
.jar files to the system libraries. Click the “Add External JARs” button, and navigate to the
lib directory in the JavaFX SDK that you downloaded or installed. You should see the seven
JavaFX .jar files. Select them all, and click “OK”. They should appear in the “JRE system
libraries” list. Optionally, make sure that all of the JavaFX jar files are selected in that list, and
click the “Source Attachment” button. In the “Source Attachment Configuration” dialog box,
select “External Location”, and click “External File”. Select the file src.zip from the JavaFX
lib directory, and click “OK”. This optional step will allow Eclipse to find the documentation
for JavaFX, which can be very useful when you are writing programs.
To make JavaFX available to your programs at run time, you need to fill in the “Default
VM arguments” box. You should type in the arguments by hand. This box contains options
that will be added to the java command every time you run a program in Eclipse using this
JDK. You should type the same options that you would use on the java command line, as
discussed above. The value of the -p (or --module-path) option is the location of the JavaFX
lib directory, and the value for --add-modules can be ALL-MODULE-PATH, as shown.
When everything is set up, click “Finish” and then click “Apply and Close” in the main
“Preferences” dialog box. When you create a new Java project in the workspace, make sure
that the JRE that you have added or edited is selected in the project creation dialog box. Then
you should be able to use JavaFX in that project. If not, check your JRE configuration.
It is, by the way, harmless to use a JRE that is configured for JavaFX even for standard
programs that do not use JavaFX. In particular, you can use the same configuration for all the
programs in this textbook.
2.6.6 BlueJ
Finally, I will mention BlueJ, a small IDE that is designed specifically for people who are
learning to program. It is much less complex than Eclipse, but it does have some features that
make it useful for education. BlueJ can be downloaded from bluej.org. The current version
requires at least Java 11 and JavaFX 11. You need to have both before you can run BlueJ. (An
earlier version that works with Java 8 is also available.) The first time you start BlueJ, it will
ask you to enter the locations of the JDK and of JavaFX. You will only have to do that once,
and once it is done, you will not have to take any special actions to compile and run JavaFX
programs in the IDE.
In BlueJ, you can begin a project with the “New Project” command in the “Project” menu.
A BlueJ project is simply a folder. When you create a project, you will have to select a folder
name that does not already exist. The folder will be created and a window will be opened to
show the contents of the folder. Files are shown as icons in the BlueJ window. You can drag
.java files from the file system onto that window to add files to the project; they will be copied
into the project folder as well as shown in the window. You can also copy files directly into
the project folder, but BlueJ won’t see them until the next time you open the project. When
you restart BlueJ, it should show the last project you were working on, but you can open any
project with a command from the “Project” menu.
CHAPTER 2. NAMES AND THINGS 66
There is a button in the project window for creating a new class. An icon for the class is
added to the window, and a .java source code file is created in the project folder. The file is not
automatically opened for editing. To edit a file, double-click its icon in the project window. An
editor will be opened in a separate window. (A newly created class will contain some default
code that you probably don’t want; you can erase it and add a main() routine instead.) The
BlueJ editor does not show errors as you type. Errors will be reported when you compile the
program. Also, it does not offer automatic fixes for errors. It has a less capable version of
Eclipse’s Content Assist, which seems only to work for getting a list of available subroutines in
a class or object; call up the list by hitting Control-Space after typing the period following the
name of a class or object.
An editor window contains a button for compiling the program in the window. There is
also a compile button in the project window, which compiles all the classes in the project.
To run a program, it must already be compiled. Right-click the icon of a compiled program.
In the menu that pops up, you will see “void main(String[] args)”. Select that option from
the menu to run the program. Just click “OK” in the dialog box that pops up. A separate
window will open for input/output.
One of the neatest features of BlueJ is that you can actually use it to run any subroutine,
not just main. If a class contains other subroutines, you will see them in the list that you get
by right-clicking its icon. A pop-up dialog allows you to enter any parameters required by the
routine, and if the routine is a function, you will get another dialog box after the routine has
been executed to tell you its return value. This allows easy testing of individual subroutines.
Furthermore, you can also use BlueJ to create new objects from a class. An icon for the object
will be added at the bottom of the project window, and you can right-click that icon to get
a list of subroutines in the object. This will, of course, not be useful to you until we get to
object-oriented programming in Chapter 5.
that are also in the default package. (In fact, in earlier versions of this textbook, TextIO was
in the default package. I have moved it to package textio for Version 8 of the book.)
When packages are used in a command-line environment, some complications arise. For
example, if a program is in a package named text.pkg, then the source code file must be in
a subdirectory named “pkg” inside a directory named “test” that is in turn inside your main
Java working directory. Nevertheless, when you compile or execute the program, you should
be working in the main directory, not in the subdirectory. When you compile the source
code file, you have to include the name of the directory in the command: For example, for a
program in package test.pkg use “javac test/pkg/ClassName.java” on Linux or Mac OS, or
“javac test\pkg\ClassName.java” on Windows. The command for executing the program is
then “java test.pkg.ClassName”, with a period separating the package name from the class
name.
Using jshell can be a great way to learn Java and to experiment with its features. I won’t
give any more detailed information about it in this book, but you can learn more at
https://docs.oracle.com/en/java/javase/11/jshell/introduction-jshell.html
Exercises 68
1. Write a program that will print your initials to standard output in letters that are nine (solution)
lines tall. Each big letter should be made up of a bunch of *’s. For example, if your initials
were “DJE”, then the output would look something like:
****** ************* **********
** ** ** **
** ** ** **
** ** ** **
** ** ** ********
** ** ** ** **
** ** ** ** **
** ** ** ** **
***** **** **********
2. Write a program that simulates rolling a pair of dice. You can simulate rolling one die by (solution)
choosing one of the integers 1, 2, 3, 4, 5, or 6 at random. The number you pick represents
the number on the die after it is rolled. As pointed out in Section 2.5, the expression
(int)(Math.random()*6) + 1
does the computation to select a random integer between 1 and 6. You can assign this
value to a variable to represent one of the dice that are being rolled. Do this twice and
add the results together to get the total roll. Your program should report the number
showing on each die as well as the total roll. For example:
The first die comes up 3
The second die comes up 5
Your total roll is 8
3. Write a program that asks the user’s name, and then greets the user by name. Before (solution)
outputting the user’s name, convert it to upper case letters. For example, if the user’s
name is Fred, then the program should respond “Hello, FRED, nice to meet you!”.
4. Write a program that helps the user count his change. The program should ask how many (solution)
quarters the user has, then how many dimes, then how many nickels, then how many
pennies. Then the program should tell the user how much money he has, expressed in
dollars.
5. If you have N eggs, then you have N/12 dozen eggs, with N%12 eggs left over. (This is (solution)
essentially the definition of the / and % operators for integers.) Write a program that asks
the user how many eggs she has and then tells the user how many dozen eggs she has and
how many extra eggs are left over.
A gross of eggs is equal to 144 eggs. Extend your program so that it will tell the user
how many gross, how many dozen, and how many left over eggs she has. For example, if
the user says that she has 1342 eggs, then your program would respond with
Your number of eggs is 9 gross, 3 dozen, and 10
Exercises 69
6. This exercise asks you to write a program that tests some of the built-in subroutines for (solution)
working with Strings. The program should ask the user to enter their first name and their
last name, separated by a space. Read the user’s response using TextIO.getln(). Break
the input string up into two strings, one containing the first name and one containing the
last name. You can do that by using the indexOf() subroutine to find the position of the
space, and then using substring() to extract each of the two names. Also output the
number of characters in each name, and output the user’s initials. (The initials are the
first letter of the first name together with the first letter of the last name.) A sample run
of the program should look something like this:
Please enter your first name and last name, separated by a space.
? Mary Smith
Your first name is Mary, which has 4 characters
Your last name is Smith, which has 5 characters
Your initials are MS
7. Suppose that a file named “testdata.txt” contains the following information: The first (solution)
line of the file is the name of a student. Each of the next three lines contains an integer.
The integers are the student’s scores on three exams. Write a program that will read
the information in the file and display (on standard output) a message that contains the
name of the student and the student’s average grade on the three exams. The average is
obtained by adding up the individual exam grades and then dividing by the number of
exams.
Quiz 70
Quiz on Chapter 2
(answers)
1. Briefly explain what is meant by the syntax and the semantics of a programming language.
Give an example to illustrate the difference between a syntax error and a semantics error.
2. What does the computer do when it executes a variable declaration statement. Give an
example.
4. One of the primitive types in Java is boolean. What is the boolean type? Where are
boolean values used? What are its possible values?
6. Explain what is meant by an assignment statement, and give an example. What are
assignment statements used for?
8. What is a literal ?
9. In Java, classes have two fundamentally different purposes. What are they?
10. What is the difference between the statement “x = TextIO.getDouble();” and the state-
ment “x = TextIO.getlnDouble();”
11. Explain why the value of the expression 2 + 3 + "test" is the string "5test" while the
value of the expression "test" + 2 + 3 is the string "test23". What is the value of
"test" + 2 * 3 ?
12. Integrated Development Environments such as Eclipse often use syntax coloring , which
assigns various colors to the characters in a program to reflect the syntax of the language.
A student notices that Eclipse colors the word String differently from int, double, and
boolean. The student asks why String should be a different color, since all these words
are names of types. What’s the answer to the student’s question?
13. What is the purpose of an import directive, such as import textio.TextIO or import
java.util.Scanner?
14. Write a complete program that asks the user to enter the number of “widgets” they want
to buy and the cost per widget. The program should then output the total cost for all
the widgets. Use System.out.printf to print the cost, with two digits after the decimal
point. You do not need to include any comments in the program.
Chapter 3
3.1.1 Blocks
The block is the simplest type of structured statement. Its purpose is simply to group a
sequence of statements into a single statement. The format of a block is:
71
CHAPTER 3. CONTROL 72
{
hstatements i
}
That is, it consists of a sequence of statements enclosed between a pair of braces, “{” and “}”.
In fact, it is possible for a block to contain no statements at all; such a block is called an empty
block , and can actually be useful at times. An empty block consists of nothing but an empty
pair of braces. Block statements usually occur inside other statements, where their purpose is
to group together several statements into a unit. However, a block can be legally used wherever
a statement can occur. There is one place where a block is required: As you might have already
noticed in the case of the main subroutine of a program, the definition of a subroutine is a
block, since it is a sequence of statements enclosed inside a pair of braces.
I should probably note again at this point that Java is what is called a free-format language.
There are no syntax rules about how the language has to be arranged on a page. So, for example,
you could write an entire block on one line if you want. But as a matter of good programming
style, you should lay out your program on the page in a way that will make its structure as
clear as possible. In general, this means putting one statement per line and using indentation
to indicate statements that are contained inside control structures. This is the format that I
will use in my examples.
Here are two examples of blocks:
{
System.out.print("The answer is ");
System.out.println(ans);
}
In this section, I’ll introduce the while loop and the if statement. I’ll give the full details of
these statements and of the other three control structures in later sections.
A while loop is used to repeat a given statement over and over. Of course, it’s not likely
that you would want to keep repeating it forever. That would be an infinite loop, which is
generally a bad thing. (There is an old story about computer pioneer Grace Murray Hopper,
who read instructions on a bottle of shampoo telling her to “lather, rinse, repeat.” As the
story goes, she claims that she tried to follow the directions, but she ran out of shampoo. (In
case you don’t get it, she was making a joke about the way that computers mindlessly follow
instructions.))
To be more specific, a while loop will repeat a statement over and over, but only so long
as a specified condition remains true. A while loop has the form:
while (hboolean-expression i)
hstatement i
Since the statement can be, and usually is, a block, most while loops have the form:
while (hboolean-expression i) {
hstatements i
}
Some programmers think that the braces should always be included as a matter of style, even
when there is only one statement between them, but I don’t always follow that advice myself.
The semantics of the while statement go like this: When the computer comes to a while
statement, it evaluates the hboolean-expressioni, which yields either true or false as its value.
If the value is false, the computer skips over the rest of the while loop and proceeds to the
next command in the program. If the value of the expression is true, the computer executes
the hstatementi or block of hstatementsi inside the loop. Then it returns to the beginning of
the while loop and repeats the process. That is, it re-evaluates the hboolean-expressioni, ends
the loop if the value is false, and continues it if the value is true. This will continue over and
over until the value of the expression is false when the computer evaluates it; if that never
happens, then there will be an infinite loop.
Here is an example of a while loop that simply prints out the numbers 1, 2, 3, 4, 5:
int number; // The number to be printed.
number = 1; // Start with 1.
while ( number < 6 ) { // Keep going as long as number is < 6.
System.out.println(number);
number = number + 1; // Go on to the next number.
}
System.out.println("Done!");
The variable number is initialized with the value 1. So when the computer evaluates the
expression “number < 6” for the first time, it is asking whether 1 is less than 6, which is
true. The computer therefore proceeds to execute the two statements inside the loop. The
first statement prints out “1”. The second statement adds 1 to number and stores the result
back into the variable number; the value of number has been changed to 2. The computer has
reached the end of the loop, so it returns to the beginning and asks again whether number is
less than 6. Once again this is true, so the computer executes the loop again, this time printing
out 2 as the value of number and then changing the value of number to 3. It continues in this
way until eventually number becomes equal to 6. At that point, the expression “number < 6”
evaluates to false. So, the computer jumps past the end of the loop to the next statement
CHAPTER 3. CONTROL 74
and prints out the message “Done!”. Note that when the loop ends, the value of number is 6,
but the last value that was printed was 5.
By the way, you should remember that you’ll never see a while loop standing by itself
in a real program. It will always be inside a subroutine which is itself defined inside some
class. As an example of a while loop used inside a complete program, here is a little program
that computes the interest on an investment over several years. This is an improvement over
examples from the previous chapter that just reported the results for one year:
import textio.TextIO;
/**
* This class implements a simple program that will compute the amount of
* interest that is earned on an investment over a period of 5 years. The
* initial amount of the investment and the interest rate are input by the
* user. The value of the investment at the end of each year is output.
*/
public class Interest3 {
You should study this program, and make sure that you understand what the computer does
step-by-step as it executes the while loop.
CHAPTER 3. CONTROL 75
Yes Yes
Do statement Do statement
CHAPTER 3. CONTROL 76
In these diagrams, the arrows represent the flow of time as the statement is executed. Control
enters the diagram at the top and leaves at the bottom. Similarly, a flow control diagram for an
if..else statement makes it clear that exactly one of the two nested statements is executed:
Yes No
Is condition true?
Do statement
∗ ∗ ∗
Of course, either or both of the hstatementsi in an if statement can be a block, and again
many programmers prefer to add the braces even when they contain just a single statement.
So an if statement often looks like:
if ( hboolean-expression i ) {
hstatements i
}
else {
hstatements i
}
or:
if ( hboolean-expression i ) {
hstatements i
}
As an example, here is an if statement that exchanges the value of two variables, x and y,
but only if x is greater than y to begin with. After this if statement has been executed, we
can be sure that the value of x is definitely less than or equal to the value of y:
if ( x > y ) {
int temp; // A temporary variable for use in this block.
temp = x; // Save a copy of the value of x in temp.
x = y; // Copy the value of y into x.
y = temp; // Copy the value of temp into y.
}
CHAPTER 3. CONTROL 77
Finally, here is an example of an if statement that includes an else part. See if you can
figure out what it does, and why it would be used:
if ( years > 1 ) { // handle case for 2 or more years
System.out.print("The value of the investment after ");
System.out.print(years);
System.out.print(" years is $");
}
else { // handle case for 1 year
System.out.print("The value of the investment after 1 year is $");
} // end of if statement
System.out.printf("%1.2f", principal); // this is done in any case
I’ll have more to say about control structures later in this chapter. But you already know
the essentials. If you never learned anything more about control structures, you would already
know enough to perform any possible computing task. Simple looping and branching are all
you really need!
statement and a pair of plain if statements. Here is another pair of code segments that might
seem to do the same thing, but don’t. What’s the value of x after each code segment is executed?
int x; int x;
x = -1; x = -1;
if (x < 0) if (x < 0)
x = 1; x = 1;
else if (x >= 0)
x = 2; x = 2;
After the code on the left is executed, x is 1; after the code on the right, x is 2. If you don’t
believe this, work though the code step-by-step, doing exactly what the computer does when it
executes each step.
Suppose you have a task in mind that you want the computer to perform. One way to
proceed is to write a description of the task, and take that description as an outline of the
algorithm you want to develop. Then you can refine and elaborate that description, gradually
adding steps and detail, until you have a complete algorithm that can be translated directly
into programming language. This method is called stepwise refinement, and it is a type of
top-down design. As you proceed through the stages of stepwise refinement, you can write out
descriptions of your algorithm in pseudocode—informal instructions that imitate the structure
of programming languages without the complete detail and perfect syntax of actual program
code.
As an example, let’s see how one might develop the program from the previous section, which
computes the value of an investment over five years. The task that you want the program to
perform is: “Compute and display the value of an investment for each of the next five years,
where the initial investment and interest rate are to be specified by the user.” You might then
write—or more likely just think—that this can be expanded as:
Get the user’s input
Compute the value of the investment after 1 year
Display the value
Compute the value after 2 years
Display the value
Compute the value after 3 years
Display the value
Compute the value after 4 years
Display the value
Compute the value after 5 years
Display the value
This is correct, but rather repetitive. And seeing that repetition, you might notice an
opportunity to use a loop. A loop would take less typing. More important, it would be more
general: Essentially the same loop will work no matter how many years you want to process.
So, you might rewrite the above sequence of steps as:
Get the user’s input
while there are more years to process:
Compute the value after the next year
Display the value
Following this algorithm would certainly solve the problem, but for a computer we’ll have
to be more explicit about how to “Get the user’s input,” how to “Compute the value after the
next year,” and what it means to say “there are more years to process.” We can expand the
step, “Get the user’s input” into
Ask the user for the initial investment
Read the user’s response
Ask the user for the interest rate
Read the user’s response
To fill in the details of the step “Compute the value after the next year,” you have to
know how to do the computation yourself. (Maybe you need to ask your boss or professor for
clarification?) Let’s say you know that the value is computed by adding some interest to the
previous value. Then we can refine the while loop to:
CHAPTER 3. CONTROL 80
algorithm used indentation to show which statements are inside the loop. In Java, indentation
is completely ignored by the computer, so you need a pair of braces to tell the computer which
statements are in the loop. If you leave out the braces, the only statement inside the loop would
be “years = years + 1;". The other statements would only be executed once, after the loop
ends. The nasty thing is that the computer won’t notice this error for you, like it would if you
left out the parentheses around “(years < 5)”. The parentheses are required by the syntax of
the while statement. The braces are only required semantically. The computer can recognize
syntax errors but not semantic errors.)
One thing you should have noticed here is that my original specification of the problem—
“Compute and display the value of an investment for each of the next five years”—was far from
being complete. Before you start writing a program, you should make sure you have a complete
specification of exactly what the program is supposed to do. In particular, you need to know
what information the program is going to input and output and what computation it is going
to perform. Here is what a reasonably complete specification of the problem might look like in
this example:
“Write a program that will compute and display the value of
an investment for each of the next five years. Each year, interest
is added to the value. The interest is computed by multiplying
the current value by a fixed interest rate. Assume that the initial
value and the rate of interest are to be input by the user when the
program is run.”
to know when to continue the loop rather than when to stop it: We want to continue as long
as the number is not 1. So, we can expand our pseudocode algorithm to:
Get a positive integer N from the user;
while N is not 1:
Compute N = next term;
Output N;
Count this term;
Output the number of terms;
In order to compute the next term, the computer must take different actions depending on
whether N is even or odd. We need an if statement to decide between the two cases:
Get a positive integer N from the user;
while N is not 1:
if N is even:
Compute N = N/2;
else
Compute N = 3 * N + 1;
Output N;
Count this term;
Output the number of terms;
We are almost there. The one problem that remains is counting. Counting means that you
start with zero, and every time you have something to count, you add one. We need a variable
to do the counting. The variable must be set to zero once, before the loop starts, and it must
be incremented within the loop. (Again, this is a common pattern that you should expect to
see over and over.) With the counter added, we get:
Get a positive integer N from the user;
Let counter = 0;
while N is not 1:
if N is even:
Compute N = N/2;
else
Compute N = 3 * N + 1;
Output N;
Add 1 to counter;
Output the counter;
We still have to worry about the very first step. How can we get a positive integer from the
user? If we just read in a number, it’s possible that the user might type in a negative number
or zero. If you follow what happens when the value of N is negative or zero, you’ll see that the
program will go on forever, since the value of N will never become equal to 1. This is bad. In
this case, the problem is probably no big deal, but in general you should try to write programs
that are foolproof. One way to fix this is to keep reading in numbers until the user types in a
positive number:
Ask user to input a positive number;
Let N be the user’s response;
while N is not positive:
Print an error message;
Read another value for N;
Let counter = 0;
while N is not 1:
CHAPTER 3. CONTROL 83
if N is even:
Compute N = N/2;
else
Compute N = 3 * N + 1;
Output N;
Add 1 to counter;
Output the counter;
The first while loop will end only when N is a positive number, as required. (A common
beginning programmer’s error is to use an if statement instead of a while statement here: “If
N is not positive, ask the user to input another value.” The problem arises if the second number
input by the user is also non-positive. The if statement is only executed once, so the second
input number is never tested, and the program proceeds into an infinite loop. With the while
loop, after the second number is input, the computer jumps back to the beginning of the loop
and tests whether the second number is positive. If not, it asks the user for a third number,
and it will continue asking for numbers until the user enters an acceptable input. After the
while loop ends, we can be absolutely sure that N is a positive number.)
Here is a Java program implementing this algorithm. It uses the operators <= to mean “is
less than or equal to” and != to mean “is not equal to.” To test whether N is even, it uses
“N % 2 == 0”. All the operators used here were discussed in Section 2.5.
import textio.TextIO;
/**
* This program prints out a 3N+1 sequence starting from a positive
* integer specified by the user. It also counts the number of
* terms in the sequence, and prints out that number.
*/
public class ThreeN1 {
public static void main(String[] args) {
int N; // for computing terms in the sequence
int counter; // for counting the terms
System.out.print("Starting point for sequence: ");
N = TextIO.getlnInt();
while (N <= 0) {
System.out.print(
"The starting point must be positive. Please try again: " );
N = TextIO.getlnInt();
}
// At this point, we know that N > 0
counter = 0;
while (N != 1) {
if (N % 2 == 0)
N = N / 2;
else
N = 3 * N + 1;
System.out.println(N);
counter = counter + 1;
}
System.out.println();
System.out.print("There were ");
CHAPTER 3. CONTROL 84
System.out.print(counter);
System.out.println(" terms in the sequence.");
} // end of main()
} // end of class ThreeN1
Two final notes on this program: First, you might have noticed that the first term of the
sequence—the value of N input by the user—is not printed or counted by this program. Is
this an error? It’s hard to say. Was the specification of the program careful enough to decide?
This is the type of thing that might send you back to the boss/professor for clarification. The
problem (if it is one!) can be fixed easily enough. Just replace the line “counter = 0” before
the while loop with the two lines:
System.out.println(N); // print out initial term
counter = 1; // and count it
Second, there is the question of why this problem might be interesting. Well, it’s interesting
to mathematicians and computer scientists because of a simple question about the problem that
they haven’t been able to answer: Will the process of computing the 3N+1 sequence finish after
a finite number of steps for all possible starting values of N? Although individual sequences are
easy to compute, no one has been able to answer the general question. To put this another
way, no one knows whether the process of computing 3N+1 sequences can properly be called
an algorithm, since an algorithm is required to terminate after a finite number of steps! (Note:
This discussion really applies to integers, not to values of type int! That is, it assumes that the
value of N can take on arbitrarily large integer values, which is not true for a variable of type
int in a Java program. When the value of N in the program becomes too large to be represented
as a 32-bit int, the values output by the program are no longer mathematically correct. So
the Java program does not compute the correct 3N+1 sequence if N becomes too large. See
Exercise 8.2.)
In general, when the compiler gives multiple error messages, don’t try to fix the second error
message from the compiler until you’ve fixed the first one. Once the compiler hits an error in
your program, it can get confused, and the rest of the error messages might just be guesses.
Maybe the best advice is: Take the time to understand the error before you try to fix it.
Programming is not an experimental science.
When your program compiles without error, you are still not done. You have to test the
program to make sure it works correctly. Remember that the goal is not to get the right output
for the two sample inputs that the professor gave in class. The goal is a program that will
work correctly for all reasonable inputs. Ideally, when faced with an unreasonable input, it
should respond by gently chiding the user rather than by crashing. Test your program on a
wide variety of inputs. Try to find a set of inputs that will test the full range of functionality
that you’ve coded into your program. As you begin writing larger programs, write them in
stages and test each stage along the way. You might even have to write some extra code to
do the testing—for example to call a subroutine that you’ve just written. You don’t want to
be faced, if you can avoid it, with 500 newly written lines of code that have an error in there
somewhere.
The point of testing is to find bugs—semantic errors that show up as incorrect behavior
rather than as compilation errors. And the sad fact is that you will probably find them. Again,
you can minimize bugs by careful design and careful coding, but no one has found a way to
avoid them altogether. Once you’ve detected a bug, it’s time for debugging . You have to
track down the cause of the bug in the program’s source code and eliminate it. Debugging is a
skill that, like other aspects of programming, requires practice to master. So don’t be afraid of
bugs. Learn from them. One essential debugging skill is the ability to read source code—the
ability to put aside preconceptions about what you think it does and to follow it the way the
computer does—mechanically, step-by-step—to see what it really does. This is hard. I can still
remember the time I spent hours looking for a bug only to find that a line of code that I had
looked at ten times had a “1” where it should have had an “i”, or the time when I wrote a
subroutine named WindowClosing which would have done exactly what I wanted except that
the computer was looking for windowClosing (with a lower case “w”). Sometimes it can help
to have someone who doesn’t share your preconceptions look at your code.
Often, it’s a problem just to find the part of the program that contains the error. Most
programming environments come with a debugger , which is a program that can help you find
bugs. Typically, your program can be run under the control of the debugger. The debugger
allows you to set “breakpoints” in your program. A breakpoint is a point in the program where
the debugger will pause the program so you can look at the values of the program’s variables.
The idea is to track down exactly when things start to go wrong during the program’s execution.
The debugger will also let you execute your program one line at a time, so that you can watch
what happens in detail once you know the general area in the program where the bug is lurking.
I will confess that I only occasionally use debuggers myself. A more traditional approach to
debugging is to insert debugging statements into your program. These are output statements
that print out information about the state of the program. Typically, a debugging statement
would say something like
System.out.println("At start of while loop, N = " + N);
You need to be able to tell from the output where in your program the output is coming from,
and you want to know the value of important variables. Sometimes, you will find that the
computer isn’t even getting to a part of the program that you think it should be executing.
Remember that the goal is to find the first point in the program where the state is not what
CHAPTER 3. CONTROL 86
But how can we test whether there are more integers to process? A typical solution is to
tell the user to type in zero after all the data have been entered. This will work because we
are assuming that all the data are positive numbers, so zero is not a legal data value. The zero
is not itself part of the data to be averaged. It’s just there to mark the end of the real data.
A data value used in this way is sometimes called a sentinel value. So now the test in the
while loop becomes “while the input integer is not zero”. But there is another problem! The
first time the test is evaluated, before the body of the loop has ever been executed, no integer
has yet been read. There is no “input integer” yet, so testing whether the input integer is zero
doesn’t make sense. So, we have to do something before the while loop to make sure that the
test makes sense. Setting things up so that the test in a while loop makes sense the first time
it is executed is called priming the loop. In this case, we can simply read the first integer
before the beginning of the loop. Here is a revised algorithm:
Let sum = 0
Let count = 0
Read an integer
while the integer is not zero:
Add the integer to the sum
Count it
Read an integer
Divide sum by count to get the average
Print out the average
Notice that I’ve rearranged the body of the loop. Since an integer is read before the loop, the
loop has to begin by processing that integer. At the end of the loop, the computer reads a new
integer. The computer then jumps back to the beginning of the loop and tests the integer that
it has just read. Note that when the computer finally reads the sentinel value, the loop ends
before the sentinel value is processed. It is not added to the sum, and it is not counted. This
is the way it’s supposed to work. The sentinel is not part of the data. The original algorithm,
even if it could have been made to work without priming, was incorrect since it would have
summed and counted all the integers, including the sentinel. (Since the sentinel is zero, the sum
would still be correct, but the count would be off by one. Such so-called off-by-one errors
are very common. Counting turns out to be harder than it looks!)
We can easily turn the algorithm into a complete program. Note that the program cannot
use the statement “average = sum/count;” to compute the average. Since sum and count
are both variables of type int, the value of sum/count is an integer. The average should be
a real number. We’ve seen this problem before: we have to convert one of the int values to
a double to force the computer to compute the quotient as a real number. This can be done
by type-casting one of the variables to type double. The type cast “(double)sum” converts
the value of sum to a real number, so in the program the average is computed as “average =
((double)sum) / count;”. Another solution in this case would have been to declare sum to
be a variable of type double in the first place.
One other issue is addressed by the program: If the user enters zero as the first input value,
there are no data to process. We can test for this case by checking whether count is still equal
to zero after the while loop. This might seem like a minor point, but a careful programmer
should cover all the bases.
Here is the full source code for the program (with comments added, of course!):
import textio.TextIO;
/**
CHAPTER 3. CONTROL 88
has been moved to the end. The word “do” is added to mark the beginning of the loop. A
do..while statement has the form
do
hstatement i
while ( hboolean-expression i );
or, since, as usual, the hstatementi can be a block,
do {
hstatements i
} while ( hboolean-expression i );
Note the semicolon, ’;’, at the very end. This semicolon is part of the statement, just as
the semicolon at the end of an assignment statement or declaration is part of the statement.
Omitting it is a syntax error. (More generally, every statement in Java ends either with a
semicolon or a right brace, ’}’.)
To execute a do loop, the computer first executes the body of the loop—that is, the statement
or statements inside the loop—and then it evaluates the boolean expression. If the value of
the expression is true, the computer returns to the beginning of the do loop and repeats the
process; if the value is false, it ends the loop and continues with the next part of the program.
Since the condition is not tested until the end of the loop, the body of a do loop is always
executed at least once.
For example, consider the following pseudocode for a game-playing program. The do loop
makes sense here instead of a while loop because with the do loop, you know there will be at
least one game. Also, the test that is used at the end of the loop wouldn’t even make sense at
the beginning:
do {
Play a Game
Ask user if he wants to play another game
Read the user’s response
} while ( the user’s response is yes );
Let’s convert this into proper Java code. Since I don’t want to talk about game playing at the
moment, let’s say that we have a class named Checkers, and that the Checkers class contains
a static member subroutine named playGame() that plays one game of checkers against the
user. Then, the pseudocode “Play a game” can be expressed as the subroutine call statement
“Checkers.playGame();”. We need a variable to store the user’s response. The TextIO class
makes it convenient to use a boolean variable to store the answer to a yes/no question. The
input function TextIO.getlnBoolean() allows the user to enter the value as “yes” or “no”
(among other acceptable responses). “Yes” is considered to be true, and “no” is considered to
be false. So, the algorithm can be coded as
boolean wantsToContinue; // True if user wants to play again.
do {
Checkers.playGame();
System.out.print("Do you want to play again? ");
wantsToContinue = TextIO.getlnBoolean();
} while (wantsToContinue == true);
When the value of the boolean variable is set to false, it is a signal that the loop should end.
When a boolean variable is used in this way—as a signal that is set in one part of the program
CHAPTER 3. CONTROL 90
and tested in another part—it is sometimes called a flag or flag variable (in the sense of a
signal flag).
By the way, a more-than-usually-pedantic programmer would sneer at the test
“while (wantsToContinue == true)”. This test is exactly equivalent to “while
(wantsToContinue)”. Testing whether “wantsToContinue == true” is true amounts to the
same thing as testing whether “wantsToContinue” is true. A little less offensive is an expression
of the form “flag == false”, where flag is a boolean variable. The value of “flag == false”
is exactly the same as the value of “!flag”, where ! is the boolean negation operator. So
you can write “while (!flag)” instead of “while (flag == false)”, and you can write
“if (!flag)” instead of “if (flag == false)”.
Although a do..while statement is sometimes more convenient than a while statement,
having two kinds of loops does not make the language more powerful. Any problem that can be
solved using do..while loops can also be solved using only while statements, and vice versa.
In fact, if hdoSomethingi represents any block of program code, then
do {
hdoSomething i
} while ( hboolean-expression i );
has exactly the same effect as
hdoSomething i
while ( hboolean-expression i ) {
hdoSomething i
}
Similarly,
while ( hboolean-expression i ) {
hdoSomething i
}
can be replaced by
if ( hboolean-expression i ) {
do {
hdoSomething i
} while ( hboolean-expression i );
}
without changing the meaning of the program in any way.
∗ ∗ ∗
The continue statement is related to break, but less commonly used. A continue state-
ment tells the computer to skip the rest of the current iteration of the loop. However, instead
of jumping out of the loop altogether, it jumps back to the beginning of the loop and continues
with the next iteration (including evaluating the loop’s continuation condition to see whether
CHAPTER 3. CONTROL 92
any further iterations are required). As with break, when a continue is in a nested loop, it
will continue the loop that directly contains it; a “labeled continue” can be used to continue
the containing loop instead.
break and continue can be used in while loops and do..while loops. They can also be
used in for loops, which are covered in the next section. In Section 3.6, we’ll see that break can
also be used to break out of a switch statement. A break can occur inside an if statement,
but only if the if statement is nested inside a loop or inside a switch statement. In that case,
it does not mean to break out of the if. Instead, it breaks out of the loop or switch statement
that contains the if statement. The same consideration applies to continue statements inside
ifs.
The continuation condition is executed before each execution of the loop (including the first
execution), and the loop ends when this condition is false. The update part is executed at
the end of each execution of the loop, just before jumping back to check the condition.
The formal syntax of the for statement is as follows:
for ( hinitialization i; hcontinuation-condition i; hupdate i )
hstatement i
or, using a block statement:
for ( hinitialization i; hcontinuation-condition i; hupdate i ) {
hstatements i
}
The hcontinuation-conditioni must be a boolean-valued expression. The hinitializationi is usu-
ally a declaration or an assignment statement, but it can be any expression that would be
allowed as a statement in a program. The hupdatei can be any simple statement, but is usually
an increment, a decrement, or an assignment statement. Any of the three parts can be empty.
If the continuation condition is empty, it is treated as if it were “true,” so the loop will be
repeated forever or until it ends for some other reason, such as a break statement. (Some
people like to begin an infinite loop with “for (;;)” instead of “while (true)”.) Here’s a
flow control diagram for a for statement:
For Loop Flow of Control
Is condition true?
No
Yes
Do statement
Usually, the initialization part of a for statement assigns a value to some variable, and the
update changes the value of that variable with an assignment statement or with an increment
or decrement operation. The value of the variable is tested in the continuation condition, and
the loop ends when this condition evaluates to false. A variable used in this way is called a
loop control variable. In the example given above, the loop control variable was years.
Certainly, the most common type of for loop is the counting loop, where a loop control
variable takes on all integer values between some minimum and some maximum value. A
counting loop has the form
CHAPTER 3. CONTROL 94
// the loop.
for (N = 2; N <= 20; N = N + 2) {
System.out.println( N );
}
Perhaps it is worth stressing one more time that a for statement, like any statement except
for a variable declaration, never occurs on its own in a real program. A statement must be
inside the main routine of a program or inside some other subroutine. And that subroutine
must be defined inside a class. I should also remind you that every variable must be declared
before it can be used, and that includes the loop control variable in a for statement. In all
the examples that you have seen so far in this section, the loop control variables should be
declared to be of type int. It is not required that a loop control variable be an integer. Here,
for example, is a for loop in which the variable, ch, is of type char, using the fact that the ++
operator can be applied to characters as well as to numbers:
// Print out the alphabet on one line of output.
char ch; // The loop control variable;
// one of the letters to be printed.
for ( ch = ’A’; ch <= ’Z’; ch++ )
System.out.print(ch);
System.out.println();
the ones that actually do divide N evenly. (This is a correct solution, but is certainly not the
most efficient way to perform this task.) In pseudocode, the algorithm takes the form
Get a positive integer, N, from the user
Let divisorCount = 0
for each number, testDivisor, in the range from 1 to N:
if testDivisor is a divisor of N:
Count it by adding 1 to divisorCount
Output the count
This algorithm displays a common programming pattern that is used when some, but not all,
of a sequence of items are to be processed. The general pattern is
for each item in the sequence:
if the item passes the test:
process it
The for loop in our divisor-counting algorithm can be translated into Java code as
for (testDivisor = 1; testDivisor <= N; testDivisor++) {
if ( N % testDivisor == 0 )
divisorCount++;
}
On a modern computer, this loop can be executed very quickly. It is not impossible to run
it even for the largest legal int value, 2147483647. (If you wanted to run it for even larger
values, you could use variables of type long rather than int.) However, it does take a significant
amount of time for very large numbers. So when I implemented this algorithm, I decided to
output a dot every time the computer has tested ten million possible divisors. In the improved
version of the program, there are two types of counting going on. We have to count the number
of divisors and we also have to count the number of possible divisors that have been tested.
So the program needs two counters. When the second counter reaches 10000000, the program
outputs a ’.’ and resets the counter to zero so that we can start counting the next group of ten
million. Reverting to pseudocode, the algorithm now looks like
Get a positive integer, N, from the user
Let divisorCount = 0 // Number of divisors found.
Let numberTested = 0 // Number of possible divisors tested
// since the last period was output.
for each number, testDivisor, in the range from 1 to N:
if testDivisor is a divisor of N:
Count it by adding 1 to divisorCount
Add 1 to numberTested
if numberTested is 10000000:
print out a ’.’
Reset numberTested to 0
Output the count
Finally, we can translate the algorithm into a complete Java program:
import textio.TextIO;
/**
* This program reads a positive integer from the user.
* It counts how many divisors that number has, and
* then it prints the result.
*/
CHAPTER 3. CONTROL 97
combination of one control structure inside another is possible. We say that one structure is
nested inside another. You can even have multiple levels of nesting, such as a while loop
inside an if statement inside another while loop. The syntax of Java does not set a limit on
the number of levels of nesting. As a practical matter, though, it’s difficult to understand a
program that has more than a few levels of nesting.
Nested for loops arise naturally in many algorithms, and it is important to understand how
they work. Let’s look at a couple of examples. First, consider the problem of printing out a
multiplication table like this one:
1 2 3 4 5 6 7 8 9 10 11 12
2 4 6 8 10 12 14 16 18 20 22 24
3 6 9 12 15 18 21 24 27 30 33 36
4 8 12 16 20 24 28 32 36 40 44 48
5 10 15 20 25 30 35 40 45 50 55 60
6 12 18 24 30 36 42 48 54 60 66 72
7 14 21 28 35 42 49 56 63 70 77 84
8 16 24 32 40 48 56 64 72 80 88 96
9 18 27 36 45 54 63 72 81 90 99 108
10 20 30 40 50 60 70 80 90 100 110 120
11 22 33 44 55 66 77 88 99 110 121 132
12 24 36 48 60 72 84 96 108 120 132 144
The data in the table are arranged into 12 rows and 12 columns. The process of printing them
out can be expressed in a pseudocode algorithm as
for each rowNumber = 1, 2, 3, ..., 12:
Print the first twelve multiples of rowNumber on one line
Output a carriage return
The first step in the for loop can itself be expressed as a for loop. We can expand “Print the
first twelve multiples of rowNumber on one line” as:
for N = 1, 2, 3, ..., 12:
Print N * rowNumber
so a refined algorithm for printing the table has one for loop nested inside another:
for each rowNumber = 1, 2, 3, ..., 12:
for N = 1, 2, 3, ..., 12:
Print N * rowNumber
Output a carriage return
We want to print the output in neat columns, with each output number taking up four spaces.
This can be done using formatted output with format specifier %4d. Assuming that rowNumber
and N have been declared to be variables of type int, the algorithm can be expressed in Java as
for ( rowNumber = 1; rowNumber <= 12; rowNumber++ ) {
for ( N = 1; N <= 12; N++ ) {
// print in 4-character columns
System.out.printf( "%4d", N * rowNumber ); // No carriage return !
}
System.out.println(); // Add a carriage return at end of the line.
}
CHAPTER 3. CONTROL 99
This section has been weighed down with lots of examples of numerical processing. For our
next example, let’s do some text processing. Consider the problem of finding which of the 26
letters of the alphabet occur in a given string. For example, the letters that occur in “Hello
World” are D, E, H, L, O, R, and W. More specifically, we will write a program that will list all
the letters contained in a string and will also count the number of different letters. The string
will be input by the user. Let’s start with a pseudocode algorithm for the program.
Ask the user to input a string
Read the response into a variable, str
Let count = 0 (for counting the number of different letters)
for each letter of the alphabet:
if the letter occurs in str:
Print the letter
Add 1 to count
Output the count
Since we want to process the entire line of text that is entered by the user, we’ll use
TextIO.getln() to read it. The line of the algorithm that reads “for each letter of the al-
phabet” can be expressed as “for (letter=’A’; letter<=’Z’; letter++)”. But the if
statement inside the for loop needs still more thought before we can write the program. How
do we check whether the given letter, letter, occurs in str? One idea is to look at each
character in the string in turn, and check whether that character is equal to letter. We can
get the i-th character of str with the function call str.charAt(i), where i ranges from 0 to
str.length() - 1.
One more difficulty: A letter such as ’A’ can occur in str in either upper or lower case, ’A’
or ’a’. We have to check for both of these. But we can avoid this difficulty by converting str
to upper case before processing it. Then, we only have to check for the upper case letter. We
can now flesh out the algorithm fully:
Ask the user to input a string
Read the response into a variable, str
Convert str to upper case
Let count = 0
for letter = ’A’, ’B’, ..., ’Z’:
for i = 0, 1, ..., str.length()-1:
if letter == str.charAt(i):
Print letter
Add 1 to count
break // jump out of the loop, to avoid counting letter twice
Output the count
Note the use of break in the nested for loop. It is required to avoid printing or counting a given
letter more than once (in the case where it occurs more than once in the string). The break
statement breaks out of the inner for loop, but not the outer for loop. Upon executing the
break, the computer continues the outer loop with the next value of letter. You should try
to figure out exactly what count would be at the end of this program, if the break statement
were omitted. Here is the complete program:
import textio.TextIO;
/**
* This program reads a line of text entered by the user.
* It prints a list of the letters that occur in the text,
* and it reports how many different letters were found.
CHAPTER 3. CONTROL 100
*/
public class ListLetters {
public static void main(String[] args) {
String str; // Line of text entered by the user.
int count; // Number of different letters found in str.
char letter; // A letter of the alphabet.
System.out.println("Please type in a line of text.");
str = TextIO.getln();
str = str.toUpperCase();
count = 0;
System.out.println("Your input contains the following letters:");
System.out.println();
System.out.print(" ");
for ( letter = ’A’; letter <= ’Z’; letter++ ) {
int i; // Position of a character in str.
for ( i = 0; i < str.length(); i++ ) {
if ( letter == str.charAt(i) ) {
System.out.print(letter);
System.out.print(’ ’);
count++;
break;
}
}
}
System.out.println();
System.out.println();
System.out.println("There were " + count + " different letters.");
} // end main()
} // end class ListLetters
In fact, there is actually an easier way to determine whether a given letter occurs in a string,
str. The built-in function str.indexOf(letter) will return -1 if letter does not occur in
the string. It returns a number greater than or equal to zero if it does occur. So, we could
check whether letter occurs in str simply by checking “if (str.indexOf(letter) >= 0)”.
If we used this technique in the above program, we wouldn’t need a nested for loop. This gives
you a preview of how subroutines can be used to deal with complexity.
As usual, the statements inside an if statement can be blocks. The if statement represents
a two-way branch. The else part of an if statement—consisting of the word “else” and the
statement that follows it—can be omitted.
However, since the computer doesn’t care how a program is laid out on the page, this is almost
always written in the format:
if (hboolean-expression-1 i)
hstatement-1 i
else if (hboolean-expression-2 i)
hstatement-2 i
else
hstatement-3 i
You should think of this as a single statement representing a three-way branch. When the
computer executes this, one and only one of the three statements—hstatement-1 i, hstatement-
2 i, or hstatement-3 i—will be executed. The computer starts by evaluating hboolean-expression-
1 i. If it is true, the computer executes hstatement-1 i and then jumps all the way to the end of
the outer if statement, skipping the other two hstatementsi. If hboolean-expression-1 i is false,
the computer skips hstatement-1 i and executes the second, nested if statement. To do this,
it tests the value of hboolean-expression-2 i and uses it to decide between hstatement-2 i and
hstatement-3 i.
Here is an example that will print out one of three different messages, depending on the
value of a variable named temperature:
if (temperature < 50)
System.out.println("It’s cold.");
else if (temperature < 80)
System.out.println("It’s nice.");
else
System.out.println("It’s hot.");
If temperature is, say, 42, the first test is true. The computer prints out the message “It’s
cold”, and skips the rest—without even evaluating the second condition. For a temperature of
75, the first test is false, so the computer goes on to the second test. This test is true, so
the computer prints “It’s nice” and skips the rest. If the temperature is 173, both of the tests
evaluate to false, so the computer says “It’s hot” (unless its circuits have been fried by the
heat, that is).
You can go on stringing together “else-if’s” to make multiway branches with any number
of cases:
if (htest-1 i)
hstatement-1 i
else if (htest-2 i)
hstatement-2 i
else if (htest-3 i)
hstatement-3 i
.
. // (more cases)
.
else if (htest-N i)
hstatement-N i
else
hstatement-(N+1) i
The computer evaluates the tests, which are boolean expressions, one after the other until it
comes to one that is true. It executes the associated statement and skips the rest. If none
of the boolean expressions evaluate to true, then the statement in the else part is executed.
CHAPTER 3. CONTROL 103
This statement is called a multiway branch because one and only one of the statements will be
executed. The final else part can be omitted. In that case, if all the boolean expressions are
false, none of the statements are executed. Of course, each of the statements can be a block,
consisting of a number of statements enclosed between { and }. Admittedly, there is lot of
syntax here; as you study and practice, you’ll become comfortable with it. It might be useful
to look at a flow control diagram for the general “if..else if” statement shown above:
Yes No
Yes No
Do statemen
Yes
Do statement-2
Yes No
Do statement-N Do statement-(N+1)
Determining the relative order of y and z requires another if statement, so this becomes
if (x < y && x < z) { // x comes first
if (y < z)
System.out.println( x + " " + y + " " + z );
else
System.out.println( x + " " + z + " " + y );
}
else if (x > y && x > z) { // x comes last
if (y < z)
System.out.println( y + " " + z + " " + x );
else
System.out.println( z + " " + y + " " + x );
}
else { // x in the middle
if (y < z)
System.out.println( y + " " + x + " " + z);
else
System.out.println( z + " " + x + " " + y);
}
You might check that this code will work correctly even if some of the values are the same. If
the values of two variables are the same, it doesn’t matter which order you print them in.
Note, by the way, that even though you can say in English “if x is less than y and z,” you
can’t say in Java “if (x < y && z)”. The && operator can only be used between boolean
values, so you have to make separate tests, x<y and x<z, and then combine the two tests with
&&.
There is an alternative approach to this problem that begins by asking, “which order should
x and y be printed in?” Once that’s known, you only have to decide where to stick in z. This
line of thought leads to different Java code:
if ( x < y ) { // x comes before y
if ( z < x ) // z comes first
System.out.println( z + " " + x + " " + y);
else if ( z > y ) // z comes last
System.out.println( x + " " + y + " " + z);
else // z is in the middle
System.out.println( x + " " + z + " " + y);
}
else { // y comes before x
if ( z < y ) // z comes first
System.out.println( z + " " + y + " " + x);
else if ( z > x ) // z comes last
System.out.println( y + " " + x + " " + z);
else // z is in the middle
System.out.println( y + " " + z + " " + x);
}
Once again, we see how the same problem can be solved in many different ways. The two
approaches to this problem have not exhausted all the possibilities. For example, you might
start by testing whether x is greater than y. If so, you could swap their values. Once you’ve
done that, you know that x should be printed before y.
∗ ∗ ∗
CHAPTER 3. CONTROL 105
Finally, let’s write a complete program that uses an if statement in an interesting way. I
want a program that will convert measurements of length from one unit of measurement to
another, such as miles to yards or inches to feet. So far, the problem is extremely under-
specified. Let’s say that the program will only deal with measurements in inches, feet, yards,
and miles. It would be easy to extend it later to deal with other units. The user will type in
a measurement in one of these units, such as “17 feet” or “2.73 miles”. The output will show
the length in terms of each of the four units of measure. (This is easier than asking the user
which units to use in the output.) An outline of the process is
Read the user’s input measurement and units of measure
Express the measurement in inches, feet, yards, and miles
Display the four results
The program can read both parts of the user’s input from the same line by using
TextIO.getDouble() to read the numerical measurement and TextIO.getlnWord() to read
the unit of measure. The conversion into different units of measure can be simplified by first
converting the user’s input into inches. From there, the number of inches can easily be con-
verted into feet, yards, and miles. Before converting into inches, we have to test the input to
determine which unit of measure the user has specified:
Let measurement = TextIO.getDouble()
Let units = TextIO.getlnWord()
if the units are inches
Let inches = measurement
else if the units are feet
Let inches = measurement * 12 // 12 inches per foot
else if the units are yards
Let inches = measurement * 36 // 36 inches per yard
else if the units are miles
Let inches = measurement * 12 * 5280 // 5280 feet per mile
else
The units are illegal!
Print an error message and stop processing
Let feet = inches / 12.0
Let yards = inches / 36.0
Let miles = inches / (12.0 * 5280.0)
Display the results
Since units is a String, we can use units.equals("inches") to check whether the spec-
ified unit of measure is “inches”. However, it would be nice to allow the units to be spec-
ified as “inch” or abbreviated to “in”. To allow these three possibilities, we can check if
(units.equals("inches") || units.equals("inch") || units.equals("in")). It would
also be nice to allow upper case letters, as in “Inches” or “IN”. We can do this by converting
units to lower case before testing it or by substituting the function units.equalsIgnoreCase
for units.equals.
In my final program, I decided to make things more interesting by allowing the user to
repeat the process of entering a measurement and seeing the results of the conversion for each
measurement. The program will end only when the user inputs 0. To program that, I just had
to wrap the above algorithm inside a while loop, and make sure that the loop ends when the
user inputs a 0. Here’s the complete program:
import textio.TextIO;
CHAPTER 3. CONTROL 106
/**
* This program will convert measurements expressed in inches,
* feet, yards, or miles into each of the possible units of
* measure. The measurement is input by the user, followed by
* the unit of measure. For example: "17 feet", "1 inch", or
* "2.73 mi". Abbreviations in, ft, yd, and mi are accepted.
* The program will continue to read and convert measurements
* until the user enters an input of 0.
*/
public class LengthConverter {
public static void main(String[] args) {
double measurement; // Numerical measurement, input by user.
String units; // The unit of measure for the input, also
// specified by the user.
double inches, feet, yards, miles; // Measurement expressed in
// each possible unit of
// measure.
System.out.println("Enter measurements in inches, feet, yards, or miles.");
System.out.println("For example: 1 inch 17 feet 2.73 miles");
System.out.println("You can use abbreviations: in ft yd mi");
System.out.println("I will convert your input into the other units");
System.out.println("of measure.");
System.out.println();
while (true) {
/* Get the user’s input, and convert units to lower case. */
System.out.print("Enter your measurement, or 0 to end: ");
measurement = TextIO.getDouble();
if (measurement == 0)
break; // Terminate the while loop.
units = TextIO.getlnWord();
units = units.toLowerCase(); // convert units to lower case
/* Convert the input measurement to inches. */
if (units.equals("inch") || units.equals("inches")
|| units.equals("in")) {
inches = measurement;
}
else if (units.equals("foot") || units.equals("feet")
|| units.equals("ft")) {
inches = measurement * 12;
}
else if (units.equals("yard") || units.equals("yards")
|| units.equals("yd")) {
inches = measurement * 36;
}
else if (units.equals("mile") || units.equals("miles")
|| units.equals("mi")) {
inches = measurement * 12 * 5280;
}
CHAPTER 3. CONTROL 107
else {
System.out.println("Sorry, but I don’t understand \""
+ units + "\".");
continue; // back to start of while loop
}
/* Convert measurement in inches to feet, yards, and miles. */
feet = inches / 12;
yards = inches / 36;
miles = inches / (12*5280);
/* Output measurement in terms of each unit of measure. */
System.out.println();
System.out.println("That’s equivalent to:");
System.out.printf("%14.5g inches%n", inches);
System.out.printf("%14.5g feet%n", feet);
System.out.printf("%14.5g yards%n", yards);
System.out.printf("%14.5g miles%n", miles);
System.out.println();
} // end while
System.out.println();
System.out.println("OK! Bye for now.");
} // end main()
} // end class LengthConverter
(Note that this program uses formatted output with the “g” format specifier. In this pro-
gram, 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 %14.5g, 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 %14.5f, the output would be in decimal form with 5 digits after the decimal
point. This would print the number 0.000000000745482 as 0.00000, with no significant digits
at all! With the “g” format specifier, the output would be 7.4549e-10.)
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 (i = 0; i < 10; i++);
System.out.println("Hello");
Why? Because the “;” at the end of the first line is a statement, and it is this empty statement
that is executed ten times. The System.out.println statement is not really inside the for
statement at all, so it is executed just once, after the for loop has completed. The for loop
just does nothing, ten times!
.
case hconstant-N i:
hstatements-N i
break;
default: // optional default case
hstatements-(N+1) i
} // end of switch statement
This has exactly the same effect as the following multiway if statement, but the switch
statement can be more efficient because the computer can evaluate one expression and jump
directly to the correct case, whereas in the if statement, the computer must evaluate up to N
expressions before it knows which set of statements to execute:
if (hexpression i == hconstant-1 i) { // but use .equals for String!!
hstatements-1 i
}
else if (hexpression i == hconstant-2 i) {
hstatements-2 i
}
.
.
.
else if (hexpression i == hconstant-N i) {
hstatements-N i
}
else {
hstatements-(N+1) i
}
The break statements in the switch are not actually required by the syntax of the switch
statement. The effect of a break is to make the computer jump past the end of the switch state-
ment, skipping over all the remaining cases. If you leave out the break statement, the computer
will just forge ahead after completing one case and will execute the statements associated with
the next case label. This is rarely what you want, but it is legal. (I will note here—although
you won’t understand it until you get to the next chapter—that inside a subroutine, the break
statement is sometimes replaced by a return statement, which terminates the subroutine as
well as the switch.)
Note that you can leave out one of the groups of statements entirely (including the break).
You then have two case labels in a row, containing two different constants. This just means
that the computer will jump to the same place and perform the same action for each of the two
constants.
Here is an example of a switch statement. This is not a useful example, but it should be
easy for you to follow. Note, by the way, that the constants in the case labels don’t have to be
in any particular order, but they must all be different:
switch ( N ) { // (Assume N is an integer variable.)
case 1:
System.out.println("The number is 1.");
break;
case 2:
case 4:
case 8:
System.out.println("The number is 2, 4, or 8.");
System.out.println("(That’s a power of 2!)");
CHAPTER 3. CONTROL 110
break;
case 3:
case 6:
case 9:
System.out.println("The number is 3, 6, or 9.");
System.out.println("(That’s a multiple of 3!)");
break;
case 5:
System.out.println("The number is 5.");
break;
default:
System.out.println("The number is 7 or is outside the range 1 to 9.");
}
The switch statement is pretty primitive as control structures go, and it’s easy to make mis-
takes when you use it. Java takes all its control structures directly from the older programming
languages C and C++. The switch statement is certainly one place where the designers of Java
should have introduced some improvements.
case 2:
System.out.println("Enter the number of feet: ");
measurement = TextIO.getlnDouble();
inches = measurement * 12;
break;
case 3:
System.out.println("Enter the number of yards: ");
measurement = TextIO.getlnDouble();
inches = measurement * 36;
break;
case 4:
System.out.println("Enter the number of miles: ");
measurement = TextIO.getlnDouble();
inches = measurement * 12 * 5280;
break;
default:
System.out.println("Error! Illegal option number! I quit!");
System.exit(1);
} // end switch
/* Now go on to convert inches to feet, yards, and miles... */
This example could instead be written using a String in the switch statement:
String units; // Unit of measurement, entered by user.
double measurement; // A numerical measurement, input by the user.
double inches; // The same measurement, converted into inches.
/* Read the user’s unit of measurement. */
System.out.println("What unit of measurement does your input use?");
System.out.print("Legal responses: inches, feet, yards, or miles : ");
units = TextIO.getln().toLowerCase();
/* Read user’s measurement and convert to inches. */
System.out.print("Enter the number of " + units + ": ");
measurement = TextIO.getlnDouble();
switch ( units ) {
case "inches":
inches = measurement;
break;
case "feet":
inches = measurement * 12;
break;
case "yards":
inches = measurement * 36;
break;
case "miles":
inches = measurement * 12 * 5280;
break;
default:
System.out.println("Wait a minute! Illegal unit of measure! I quit!");
System.exit(1);
} // end switch
CHAPTER 3. CONTROL 112
String computerMove;
switch ( (int)(3*Math.random()) ) {
case 0:
computerMove = "Rock";
break;
case 1:
computerMove = "Paper";
break;
case 2:
computerMove = "Scissors";
break;
}
System.out.println("The computer’s move is " + computerMove); // ERROR!
Now there is a subtle error on the last line! The problem here is due to definite assignment,
the idea that the Java compiler must be able to determine that a variable has definitely been
assigned a value before its value is used. Definite assignment was introduced in Subsection 3.1.4.
In this example, it’s true that the three cases in the switch cover all the possibilities, but the
compiler is not smart enough to figure that out; it just sees that there is an integer-valued
expression in the switch but not all possible integer values are covered by the given cases.
A simple solution is to replace the final case in the switch statement with default. With
a default case, all possible values of the expression in the switch are certainly covered, and
the compiler knows that computerMove is definitely assigned a value:
String computerMove;
switch ( (int)(3*Math.random()) ) {
case 0:
computerMove = "Rock";
break;
case 1:
computerMove = "Paper";
break;
default:
computerMove = "Scissors";
break;
}
System.out.println("The computer’s move is " + computerMove); // OK!
3.7.1 Exceptions
The term exception is used to refer to the type of event that one might want to handle with
a try..catch. An exception is an exception to the normal flow of control in the program.
The term is used in preference to “error” because in some cases, an exception might not be
considered to be an error at all. You can sometimes think of an exception as just another way
to organize a program.
Exceptions in Java are represented as objects of type Exception. Actual exceptions are
usually defined by subclasses of Exception. Different subclasses represent different types of
CHAPTER 3. CONTROL 115
exceptions. We will look at only two types of exception in this section: NumberFormatException
and IllegalArgumentException.
A NumberFormatException can occur when an attempt is made to convert a string
into a number. Such conversions are done by the functions Integer.parseInt
and Double.parseDouble. (See Subsection 2.5.7.) Consider the function call
Integer.parseInt(str) where str is a variable of type String. If the value of str is the
string "42", then the function call will correctly convert the string into the int 42. However,
if the value of str is, say, "fred", the function call will fail because "fred" is not a legal
string representation of an int value. In this case, an exception of type NumberFormatException
occurs. If nothing is done to handle the exception, the program will crash.
An IllegalArgumentException can occur when an illegal value is passed as a parameter to a
subroutine. For example, if a subroutine requires that a parameter be greater than or equal to
zero, an IllegalArgumentException might occur when a negative value is passed to the subroutine.
How to respond to the illegal value is up to the person who wrote the subroutine, so we
can’t simply say that every illegal parameter value will result in an IllegalArgumentException.
However, it is a common response.
3.7.2 try..catch
When an exception occurs, we say that the exception is “thrown.” For example, we say that
Integer.parseInt(str) throws an exception of type NumberFormatException when the value
of str is illegal. When an exception is thrown, it is possible to “catch” the exception and
prevent it from crashing the program. This is done with a try..catch statement. In simplified
form, the syntax for a try..catch statement can be:
try {
hstatements-1 i
}
catch ( hexception-class-name i hvariable-name i ) {
hstatements-2 i
}
The hexception-class-namei could be NumberFormatException, IllegalArgumentException, or
some other exception class. When the computer executes this try..catch statement, it ex-
ecutes hstatements-1 i, the statements inside the try part. If no exception occurs during the
execution of hstatements-1 i, then the computer just skips over the catch part and proceeds
with the rest of the program. However, if an exception of type hexception-class-namei occurs
during the execution of hstatements-1 i, the computer immediately jumps from the point where
the exception occurs to the catch part and executes hstatements-2 i, skipping any remaining
statements in hstatements-1 i. Note that only one type of exception is caught; if some other
type of exception occurs during the execution of hstatements-1 i, it will crash the program as
usual.
During the execution of hstatements-2 i, the hvariable-namei represents the exception object,
so that you can, for example, print it out. The exception object contains information about
the cause of the exception. This includes an error message, which will be displayed if you print
out the exception object.
After the end of the catch part, the computer proceeds with the rest of the program; the
exception has been caught and handled and does not crash the program.
By the way, note that the braces, { and }, are part of the syntax of the try..catch
statement. They are required even if there is only one statement between the braces. This is
CHAPTER 3. CONTROL 116
different from the other statements we have seen, where the braces around a single statement
are optional.
As an example, suppose that str is a variable of type String whose value might or might
not represent a legal real number. Then we could say:
double x;
try {
x = Double.parseDouble(str);
System.out.println( "The number is " + x );
}
catch ( NumberFormatException e ) {
System.out.println( "Not a legal number." );
x = Double.NaN;
}
If an error is thrown by the call to Double.parseDouble(str), then the output statement in
the try part is skipped, and the statement in the catch part is executed. (In this example,
I set x to be the value Double.NaN when an exception occurs. Double.NaN is the special
“not-a-number” value for type double.)
It’s not always a good idea to catch exceptions and continue with the program. Often that
can just lead to an even bigger mess later on, and it might be better just to let the exception
crash the program at the point where it occurs. However, sometimes it’s possible to recover
from an error.
Suppose, for example, we want a program that will find the average of a sequence of real
numbers entered by the user, and we want the user to signal the end of the sequence by entering
a blank line. (This is similar to the sample program ComputeAverage.java from Section 3.3, but
in that program the user entered a zero to signal end-of-input.) If we use TextIO.getlnInt()
to read the user’s input, we will have no way of detecting the blank line, since that function
simply skips over blank lines. A solution is to use TextIO.getln() to read the user’s input.
This allows us to detect a blank input line, and we can convert non-blank inputs to numbers
using Double.parseDouble. And we can use try..catch to avoid crashing the program when
the user’s input is not a legal number. Here’s the program:
import textio.TextIO;
public class ComputeAverage2 {
public static void main(String[] args) {
String str; // The user’s input.
double number; // The input converted into a number.
double total; // The total of all numbers entered.
double avg; // The average of the numbers.
int count; // The number of numbers entered.
total = 0;
count = 0;
System.out.println("Enter your numbers, press return to end.");
while (true) {
System.out.print("? ");
str = TextIO.getln();
if (str.equals("")) {
break; // Exit the loop, since the input line was blank.
}
try {
CHAPTER 3. CONTROL 117
number = Double.parseDouble(str);
// If an error occurs, the next 2 lines are skipped!
total = total + number;
count = count + 1;
}
catch (NumberFormatException e) {
System.out.println("Not a legal number! Try again.");
}
}
avg = total/count;
System.out.printf("The average of %d numbers is %1.6g%n", count, avg);
}
}
* successfully read from the file. The name of the file will be
* input by the user.
*/
public class AverageNumbersFromFile {
public static void main(String[] args) {
while (true) {
String fileName; // The name of the file, to be input by the user.
System.out.print("Enter the name of the file: ");
fileName = TextIO.getln();
try {
TextIO.readFile( fileName ); // Try to open the file for input.
break; // If that succeeds, break out of the loop.
}
catch ( IllegalArgumentException e ) {
System.out.println("Can’t read from the file \"" + fileName + "\".");
System.out.println("Please try again.\n");
}
}
/* At this point, TextIO is reading from the file. */
double number; // A number read from the data file.
double sum; // The sum of all the numbers read so far.
int count; // The number of numbers that were read.
sum = 0;
count = 0;
try {
while (true) { // Loop ends when an exception occurs.
number = TextIO.getDouble();
count++; // This is skipped when the exception occurs
sum += number;
}
}
catch ( IllegalArgumentException e ) {
// We expect this to occur when the end-of-file is encountered.
// We don’t consider this to be an error, so there is nothing to do
// in this catch clause. Just proceed with the rest of the program.
}
// At this point, we’ve read the entire file.
System.out.println();
System.out.println("Number of data values read: " + count);
System.out.println("The sum of the data values: " + sum);
if ( count == 0 )
System.out.println("Can’t compute an average of 0 values.");
else
System.out.println("The average of the values: " + (sum/count));
}
}
CHAPTER 3. CONTROL 119
form can be used like any other variable: You can assign a value to it, print it out, use it in an
expression, and so on.
An array also contains a kind of variable representing its length. For example, you can refer
to the length of the array namelist as namelist.length. However, you cannot assign a value
to namelist.length, since the length of an array cannot be changed.
Before you can use a variable to refer to an array, that variable must be declared, and it
must have a type. For an array of Strings, for example, the type for the array variable would
be String[ ], and for an array of ints, it would be int[ ]. In general, an array type consists of the
base type of the array followed by a pair of empty square brackets. Array types can be used to
declare variables; for example,
String[] namelist;
int[] A;
double[] prices;
and variables declared in this way can refer to arrays. However, declaring a variable does not
make the actual array. Like all variables, an array variable has to be assigned a value before
it can be used. In this case, the value is an array. Arrays have to be created using a special
syntax. (The syntax is related to the fact that arrays in Java are actually objects, but that
doesn’t need to concern us here.) Arrays are created with an operator named new . Here are
some examples:
namelist = new String[1000];
A = new int[5];
prices = new double[100];
The general syntax is
harray-variable i = new hbase-type i[harray-length i];
The length of the array can be given as either an integer or an integer-valued expression. For
example, after the assignment statement “A = new int[5];”, A is an array containing the five
integer elements A[0], A[1], A[2], A[3], and A[4]. Also, A.length would have the value 5.
It’s useful to have a picture in mind:
When you create an array of int, each element of the array is automatically initialized to
zero. Any array of numbers is filled with zeros when it is created. An array of boolean is filled
with the value false. And an array of char is filled with the character that has Unicode code
number zero. (For an array of String, the initial value is null, a special value used for objects
that we won’t encounter officially until Section 5.1.)
CHAPTER 3. CONTROL 121
want to average the non-zero elements. In this case, the number of items that we add up can
be less than the length of the array, so we will need to keep a count of the number of items
added to the sum:
double total; // The sum of the non-zero numbers in the array.
int count; // The number of non-zero numbers.
double average; // The average of the non-zero numbers.
int i;
total = 0;
count = 0;
for ( i = 0; i < A.length; i++ ) {
if ( A[i] != 0 ) {
total = total + A[i]; // Add element to the total
count = count + 1; // and count it.
}
}
if (count == 0) {
System.out.println("There were no non-zero elements.");
}
else {
average = total / count; // Divide by number of items
System.out.printf("Average of %d elements is %1.5g%n",
count, average);
}
we select someone whose birthday is day number i, we first check whether used[i] is true.
If it is true, then this is the second person with that birthday. We are done. On the other
hand, if used[i] is false, we set used[i] to be true to record the fact that we’ve encountered
someone with that birthday, and we go on to the next person. Here is a program that carries
out the simulated experiment (of course, in the program, there are no simulated people, only
simulated birthdays):
/**
* Simulate choosing people at random and checking the day of the year they
* were born on. If the birthday is the same as one that was seen previously,
* stop, and output the number of people who were checked.
*/
public class BirthdayProblem {
public static void main(String[] args) {
boolean[] used; // For recording the possible birthdays
// that have been seen so far. A value
// of true in used[i] means that a person
// whose birthday is the i-th day of the
// year has been found.
int count; // The number of people who have been checked.
used = new boolean[365]; // Initially, all entries are false.
count = 0;
while (true) {
// Select a birthday at random, from 0 to 364.
// If the birthday has already been used, quit.
// Otherwise, record the birthday as used.
int birthday; // The selected birthday.
birthday = (int)(Math.random()*365);
count++;
System.out.printf("Person %d has birthday number %d%n", count, birthday);
if ( used[birthday] ) {
// This day was found before; it’s a duplicate. We are done.
break;
}
used[birthday] = true;
} // end while
System.out.println();
System.out.println("A duplicate birthday was found after "
+ count + " tries.");
}
} // end class BirthdayProblem
You should study the program to understand how it works and how it uses the array. Also, try
it out! You will probably find that a duplicate birthday tends to occur sooner than you expect.
CHAPTER 3. CONTROL 124
System.out.println( numbers[i] );
}
} // end main();
} // end class ReverseInputNumbers
It is especially important to note how the variable count plays a dual role. It is the number
of items that have been entered into the array. But it is also the index of the next available
spot in the array.
When the time comes to print out the numbers in the array, the last occupied spot in the
array is location count - 1, so the for loop prints out values starting from location count - 1
and going down to 0. This is also a nice example of processing the elements of an array in reverse
order.
∗ ∗ ∗
You might wonder what would happen in this program if the user tries to input more than
100 numbers. The result would be an error that would crash the program. When the user enters
the 101-st number, the program tries to store that number in an array element number[100].
However, there is no such array element. There are only 100 items in the array, and the
index of the last item is 99. The attempt to use number[100] generates an exception of type
ArrayIndexOutOfBoundsException. Exceptions of this type are a common source of run-time
errors in programs that use arrays.
0 1 2 3 4 5 6
0 13 7 33 54 -5 -1 92
1 -3 0 8 42 18 0 67
2 44 78 90 79 -5 72 22
3 43 -6 17 100 1 -12 12
4 2 0 58 58 36 21 87
This 5-by-7 grid contains a total of 35 elements. The rows in a 2D array are numbered 0, 1, 2,
. . . , up to the number of rows minus one. Similarly, the columns are numbered from zero up
to the number of columns minus one. Each individual element in the array can be picked out
by specifying its row number and its column number. (The illustration shown here is not what
the array actually looks like in the computer’s memory, but it does show the logical structure
of the array.)
In Java, the syntax for two-dimensional arrays is similar to the syntax for one-dimensional
arrays, except that an extra index is involved, since picking out an element requires both a row
number and a column number. For example, if A is a 2D array of int, then A[3][2] would be
the element in row 3, column 2. That would pick out the number 17 in the array shown above.
CHAPTER 3. CONTROL 126
The type for A would be given as int[ ][ ], with two pairs of empty brackets. To declare the array
variable and create the array, you could say,
int[][] A;
A = new int[5][7];
The second line creates a 2D array with 5 rows and 7 columns. Two-dimensional arrays are
often processed using nested for loops. For example, the following code segment will print out
the elements of A in neat columns:
int row, col; // loop-control-variables for accessing rows and columns in A
for ( row = 0; row < 5; row++ ) {
for ( col = 0; col < 7; col++ ) {
System.out.printf( "%7d", A[row][col] );
}
System.out.println();
}
The base type of a 2D array can be anything, so you can have arrays of type double[ ][ ],
String[ ][ ], and so on.
There are some natural uses for 2D arrays. For example, a 2D array can be used to store the
contents of the board in a game such as chess or checkers. And an example in Subsection 4.7.3
uses a 2D array to hold the colors of a grid of colored squares. But sometimes two-dimensional
arrays are used in problems in which the grid is not so visually obvious. Consider a company
that owns 25 stores. Suppose that the company has data about the profit earned at each store
for each month in the year 2018. If the stores are numbered from 0 to 24, and if the twelve
months from January 2018 through December 2018 are numbered from 0 to 11, then the profit
data could be stored in an array, profit, created as follows:
double[][] profit;
profit = new double[25][12];
profit[3][2] would be the amount of profit earned at store number 3 in March, and more
generally, profit[storeNum][monthNum] would be the amount of profit earned in store number
storeNum in month number monthNum (where the numbering, remember, starts from zero).
Let’s assume that the profit array has already been filled with data. This data can be
processed in a lot of interesting ways. For example, the total profit for the company—for the
whole year from all its stores—can be calculated by adding up all the entries in the array:
double totalProfit; // Company’s total profit in 2018.
int store, month; // variables for looping through the stores and the months
totalProfit = 0;
for ( store = 0; store < 25; store++ ) {
for ( month = 0; month < 12; month++ )
totalProfit += profit[store][month];
}
Sometimes it is necessary to process a single row or a single column of an array, not the
entire array. For example, to compute the total profit earned by the company in December,
that is, in month number 11, you could use the loop:
double decemberProfit;
int storeNum;
decemberProfit = 0.0;
for ( storeNum = 0; storeNum < 25; storeNum++ ) {
CHAPTER 3. CONTROL 127
decemberProfit += profit[storeNum][11];
}
Two-dimensional arrays are sometimes useful, but they are much less common than one-
dimensional arrays. Java actually allows arrays of even higher dimension, but they are only
rarely encountered in practice.
0 width
x
0
Hello World
height
Assuming that the drawing area is 800-by-500 pixels, the rectangle in the upper left of the
picture would have, approximately, width 200, height 150, and upper left corner at coordinates
(50,50).
∗ ∗ ∗
Drawing in Java is done using a graphics context. A graphics context is an object. As an
object, it can include subroutines and data. Among the subroutines in a graphics context are
routines for drawing basic shapes such as lines, rectangles, ovals, and text. (When text appears
on the screen, the characters have to be drawn there by the computer, just like the computer
draws any other shapes.) Among the data in a graphics context are the color and font that
are currently selected for drawing. (A font determines the style and size of characters.) One
other piece of data in a graphics context is the “drawing surface” on which the drawing is done.
Different graphics context objects can draw to different drawing surfaces. For us, the drawing
surface will be the content area of a window, not including its border or title bar.
There are two ways to draw a shape in JavaFX: You can fill the shape, meaning you can
set the color of each of the pixels inside the shape. Or you can stroke the shape, meaning that
you set the color of the pixels that lie along the border of the shape. Some shapes, such as a
line, can only be stroked. A graphics context actually keeps track of two separate colors, one
used for filling shapes and one used for stroking shapes. Stroking a shape is like dragging a
pen along the border of the shape. The properties of that pen (such as its size and whether it
produces a solid line or a dashed line) are properties of the graphics context.
A graphics context is represented by a variable. The type for the variable is GraphicsContext
(just like the type for a string variable is String ). The variable is often named g, but the name
of the variable is of course up to the programmer. Here are a few of the subroutines that are
available in a graphics context g. Note that all numerical parameter values can be of type
double.
• g.setFill(c) is called to set the color to be used for filling shapes. The parameter,
c is an object belonging to a class named Color. There are many constants represent-
ing standard colors that can be used as the parameter in this subroutine. The stan-
dard colors range from common colors such as Color.BLACK, Color.WHITE, Color.RED,
Color.GREEN, Color.BLUE, and Color.YELLOW, to more exotic color names such as
Color.CORNFLOWERBLUE. (Later, we will see that it is also possible to create new colors.)
For example, if you want to fill shapes with red, you would say “g.setFill(Color.RED);”.
The specified color is used for all subsequent fill operations up until the next time
g.setFill() is called. Note that previously drawn shapes are not affected!
• g.setStroke(c) is called to set the color to be used for stroking shapes. It works similarly
to g.setFill.
CHAPTER 3. CONTROL 129
• g.setLineWidth(w) sets the size of the pen that will be used for subsequent stroke oper-
ations, where w is measured in pixels.
• g.strokeLine(x1,y1,x2,y2) draws a line from the point with coordinates (x1,y1) to
the point with coordinates (x2,y2). The width of the line is 1, unless a different line
width has been set by calling g.setLineWidth(), and the color is black unless a different
color has been set by calling g.setStroke().
• g.strokeRect(x,y,w,h) draws the outline of a rectangle with vertical and horizontal
sides. This subroutine draws the outline of the rectangle whose top-left corner is x pixels
from the left edge of the drawing area and y pixels down from the top. The horizontal
width of the rectangle is w pixels, and the vertical height is h pixels. Color and line width
are set by calling g.setStroke() and g.setLineWidth().
• g.fillRect(x,y,w,h) is similar to g.strokeRect() except that it fills in the inside of
the rectangle instead of drawing an outline, and it uses the color set by g.setFill().
• g.strokeOval(x,y,w,h) draws the outline of an oval. The oval just fits inside the rect-
angle that would be drawn by g.strokeRect(x,y,w,h). To get a circle, use the same
values for w and for h.
• g.fillOval(x,y,w,h) is similar to g.strokeOval() except that it fills in the inside of
the oval instead of drawing an outline.
This is enough information to draw some pictures using Java graphics. To start with
something simple, let’s say that we want to draw a set of ten parallel lines, something like this:
Let’s say that the lines are 200 pixels long and that the distance from each line to the next
is 10 pixels, and let’s put the start of the first line at the pixel with coordinates (100,50). To
draw one line, we just have to call g.strokeLine(x1,y1,x2,y2) with appropriate values for
the parameters. Now, all the lines start at x -coordinate 100, so we can use the constant 100 as
the value for x1. Since the lines are 200 pixels long, we can use the constant 300 as the value
for x2. The y-coordinates of the lines are different, but we can see that both endpoints of a
line have the same y-coordinates, so we can use a single variable as the value for y1 and for
y2. Using y as the name of that variable, the command for drawing one of the lines becomes
g.strokeLine(100,y,300,y). The value of y is 50 for the top line and increases by 10 each
time we move down from one line to the next. We just need to make sure that y takes on the
correct sequence of values. We can use a for loop that counts from 1 to 10:
int y; // y-coordinate for the line
int i; // loop control variable
y = 50; // y starts at 50 for the first line
for ( i = 1; i <= 10; i++ ) {
g.strokeLine( 100, y, 300, y );
y = y + 10; // increase y by 10 before drawing the next line.
}
CHAPTER 3. CONTROL 130
Alternatively, we could use y itself as the loop control variable, noting that the value of y for
the last line is 140:
int y;
for ( y = 50; y <= 140; y = y + 10 )
g.strokeLine( 100, y, 300, y );
If we wanted the lines to be blue, we could do that by calling g.setStroke(Color.BLUE)
before drawing them. If we just draw the lines without setting the color, they will be black.
If we wanted the lines to be 3 pixels wide, we could call g.setLineWidth(3) before drawing
the lines.
For something a little more complicated, let’s draw a large number of randomly colored,
randomly positioned, filled circles. Since we only know a few colors, I will randomly select the
color to be red, green, blue, or yellow. That can be done with a simple switch statement, similar
to the ones in Subsection 3.6.4:
switch ( (int)(4*Math.random()) ) {
case 0:
g.setFill( Color.RED );
break;
case 1:
g.setFill( Color.GREEN );
break;
case 2:
g.setFill( Color.BLUE );
break;
case 3:
g.setFill( Color.YELLOW );
break;
}
I will choose the center points of the circles at random. Let’s say that the width of the
drawing area is given by a variable, width. Then we want a random value in the range 0 to
width-1 for the horizontal position of the center. Similarly, the vertical position of the center
will be a random value in the range 0 to height-1. That leaves the size of the circle to be
determined; I will make the radius of each circle equal to 50 pixels. We can draw the circle with
a statement of the form g.fillOval(x,y,w,h). However, in this command, x and y are not
the coordinates of the center of the circle; they are the upper left corner of a rectangle drawn
around the circle. To get values for x and y, we have to move back from the center of the circle
by 50 pixels, an amount equal to the radius of the circle. The parameters w and h give the
width and height of the rectangle, which have to be twice the radius, or 100 pixels in this case.
Taking all this into account, here is a code segment for drawing a random circle:
centerX = (int)(width*Math.random());
centerY = (int)(height*Math.random());
g.fillOval( centerX - 50, centerY - 50, 100, 100 );
This code comes after the color-setting code given above. In the end, I found that the picture
looks better if I also draw a black outline around each filled circle, so I added this code at the
end:
g.setStroke( Color.BLACK );
g.strokeOval( centerX - 50, centerY - 50, 100, 100 );
CHAPTER 3. CONTROL 131
Finally, to get a large number of circles, I put all of the above code into a for loop that runs
for 500 executions. Here’s a typical drawing from the program, shown at reduced size:
g.setStroke(Color.BLACK);
g.strokeOval( centerX - 50, centerY - 50, 100, 100 );
}
} // end drawPicture()
This is the first subroutine definition that you have seen, other than main(), but you will
learn all about defining subroutines in the next chapter. The first line of the definition makes
available certain values that are used in the subroutine: the graphics context g and the width
and height of the drawing area. These values come from outside the subroutine, but the
subroutine can use them. The point here is that to draw something, you just have to fill in the
inside of the subroutine, just as you write a program by filling in the inside of main().
The subroutine definition still has to go inside a class that defines the program. In this case,
the class is named SimpleGraphicsStarter, and the complete program is available in the sample
source code file SimpleGraphicsStarter.java. You can run that program to see the drawing. You
can use this sample program as a starting point for drawing your own pictures.
There’s a lot in the program that you won’t understand. To make your own drawing, all you
have to do is erase the inside of the drawPicture() routine in the source code and substitute
your own drawing code. You don’t need to understand the rest.
(By the way, you might notice that the main() subroutine uses the word static in its
definition, but drawPicture() does not. This has to do with the fact that drawPicture is a
subroutine in an object rather than in a class. The difference between static and non-static
subroutines is important but not something that we need to worry about for the time being. It
will become important for us in Chapter 5.)
3.9.3 Animation
We can extend the idea of drawing pictures to making animations. A computer animation is
simply a sequence of individual pictures, displayed quickly one after the other. If the change
from each picture to the next is small, the user will perceive the sequence of images as a
continuous animation. Each picture in the animation is called a frame. The sample program
SimpleAnimationStarter.java can be used as a starting point for writing animations. It contains
a subroutine named drawFrame() that draws one frame in an animation. You can create an
animation by filling in the definition of this subroutine. In addition to the graphics context
and the width and height of the drawing area, you can use the value of two other variables in
your code: frameNumber and elapsedSeconds. The drawFrame subroutine will automatically
be called about 60 times per second. The variable frameNumber takes on the values 0, 1, 2,
3, . . . in successive calls to the subroutine, and the value of elapsedSeconds is the number of
seconds that the animation has been running. By using either of these variables in your code,
you can draw a different picture each time drawFrame() is called, and the user will see the
series of pictures as an animation.
As an example of animation, we look at drawing a set of nested rectangles. The rectangles
will shrink towards the center of the drawing, giving an illusion of infinite motion. One frame
from the animation looks like this:
CHAPTER 3. CONTROL 133
Consider how to draw a picture like this one. The rectangles can be drawn with a while
loop, which draws the rectangles starting from the one on the outside and moving in. Think
about what variables will be needed and how they change from one iteration of the while loop to
the next. Each time through the loop, the rectangle that is drawn is smaller than the previous
one and is moved down and over a bit. The difference between two rectangles is in their sizes
and in the coordinates of their upper left corners. We need variables to represent the width
and height of the rectangle, which I call rectWidth and rectHeight. The x and y-coordinates
of the upper left corner are the same, and they can be represented by the same variable. I call
that variable inset, since it is the amount by which the edges of the rectangle are inset from
the edges of the drawing area. The width and height decrease from one rectangle to the next,
while the inset increases. The while loop ends when either the width or the height becomes
less than or equal to zero. In general outline, the algorithm for drawing one frame is
Fill the drawing area with white
Set the amount of inset for the first rectangle
Set the width and height for the first rectangle
Set the stroke color to black
while the width and height are both greater than zero:
draw a rectangle (using the g.strokeRect subroutine)
increase the inset (to move the next rectangle over and down)
decrease the width and height (to make the next rectangle smaller)
In my program, each rectangle is 15 pixels away from the rectangle that surrounds it, so the
inset is increased by 15 each time through the while loop. The rectangle shrinks by 15 pixels
on the left and by 15 pixels on the right, so the width of the rectangle shrinks by 30 before
drawing the next rectangle. The height also shrinks by 30 pixels each time through the loop.
The pseudocode is then easy to translate into Java, except that we need to know what
initial values to use for the inset, width, and height of the first rectangle. To figure that out,
we have to think about the fact that the picture is animated, so that what we draw will depend
in some way on the frame number. From one frame to the next frame of the animation, the
top-left corner of the outer rectangle moves over and down; that is, the inset for the outer
rectangle increases from one frame to the next. We can make this happen by setting the inset
for frame number 0 to 0, the inset for frame number 1 to 1, and so on. But that can’t go on
forever, or eventually all the rectangles would disappear. In fact, when the animation gets to
frame 15, a new rectangle should appear at the outside of the drawing area—but it’s not really
a “new rectangle,” it’s just that the inset for the outer rectangle goes back to zero. So, as the
CHAPTER 3. CONTROL 134
animation proceeds, the inset should go through the sequence of values 0, 1, 2, . . . , 14 over and
over. We can accomplish that very easily by setting
inset = frameNumber % 15;
Finally, note that the first rectangle fills the drawing area except for a border of size inset
around the outside of the rectangle. This means that the width of the rectangle is the width
of the drawing area minus two times the inset, and similarly for the height. Here, then is the
drawFrame() subroutine for the moving rectangle example:
public void drawFrame(GraphicsContext g, int frameNumber,
double elapsedSeconds, int width, int height) {
g.setFill(Color.WHITE);
g.fillRect(0,0,width,height); // Fill drawing area with white.
double inset; // Gap between edges of drawing area and outer rectangle.
double rectWidth, rectHeight; // The size of one of the rectangles.
g.setStroke(Color.BLACK); // Draw the rectangle outlines in black.
inset = frameNumber % 15 + 0.5; // (The 0.5 is a technicality that gives
// a sharper picture.)
rectWidth = width - 2*inset;
rectHeight = height - 2*inset;
while (rectWidth >= 0 && rectHeight >= 0) {
g.strokeRect(inset, inset, rectWidth, rectHeight);
inset += 15; // rectangles are 15 pixels apart
rectWidth -= 30;
rectHeight -= 30;
}
}
You can find the full source code for the program is in the sample program MovingRects.java.
Take a look! It’s a neat effect. For another example of animation, see the sample program
RandomCircles.java. That program adds one random colored disk to the picture in each frame;
it illustrates the fact that the image from one frame is not automatically erased before the next
frame is drawn.
Exercises 135
1. How many times do you have to roll a pair of dice before they come up snake eyes? You (solution)
could do the experiment by rolling the dice by hand. Write a computer program that
simulates the experiment. The program should report the number of rolls that it makes
before the dice come up snake eyes. (Note: “Snake eyes” means that both dice show a
value of 1.) Exercise 2.2 explained how to simulate rolling a pair of dice.
2. Which integer between 1 and 10000 has the largest number of divisors, and how many (solution)
divisors does it have? Write a program to find the answers and print out the results. It is
possible that several integers in this range have the same, maximum number of divisors.
Your program only has to print out one of them. An example in Subsection 3.4.2 discussed
divisors. The source code for that example is CountDivisors.java.
You might need some hints about how to find a maximum value. The basic idea is
to go through all the integers, keeping track of the largest number of divisors that you’ve
seen so far. Also, keep track of the integer that had that number of divisors.
3. Write a program that will evaluate simple expressions such as 17 + 3 and 3.14159 * 4.7. (solution)
The expressions are to be typed in by the user. The input always consists of a number,
followed by an operator, followed by another number. The operators that are allowed are
+, -, *, and /. You can read the numbers with TextIO.getDouble() and the operator
with TextIO.getChar(). Your program should read an expression, print its value, read
another expression, print its value, and so on. The program should end when the user
enters 0 as the first number on the line.
4. Write a program that reads one line of input text and breaks it up into words. The (solution)
words should be output one per line. A word is defined to be a sequence of letters. Any
characters in the input that are not letters should be discarded. For example, if the user
inputs the line
He said, "That’s not a good idea."
then the output of the program should be
He
said
That
s
not
a
good
idea
An improved version of the program would list “that’s” as a single word. An apostrophe
can be considered to be part of a word if there is a letter on each side of the apostrophe.
To test whether a character is a letter, you might use (ch >= ’a’ && ch <= ’z’) ||
(ch >= ’A’ && ch <= ’Z’). However, this only works in English and similar languages.
A better choice is to call the standard function Character.isLetter(ch), which returns
a boolean value of true if ch is a letter and false if it is not. This works for any Unicode
character.
Exercises 136
5. Suppose that a file contains information about sales figures for a company in various cities. (solution)
Each line of the file contains a city name, followed by a colon (:) followed by the data for
that city. The data is a number of type double. However, for some cities, no data was
available. In these lines, the data is replaced by a comment explaining why the data is
missing. For example, several lines from the file might look like:
San Francisco: 19887.32
Chicago: no report received
New York: 298734.12
Write a program that will compute and print the total sales from all the cities together.
The program should also report the number of cities for which data was not available.
The name of the file is “sales.dat”.
To complete this program, you’ll need one fact about file input with TextIO that was
not covered in Subsection 2.4.4. Since you don’t know in advance how many lines there
are in the file, you need a way to tell when you have gotten to the end of the file. When
TextIO is reading from a file, the function TextIO.eof() can be used to test for end of
file. This boolean-valued function returns true if the file has been entirely read and
returns false if there is more data to read in the file. This means that you can read the
lines of the file in a loop while (TextIO.eof() == false).... The loop will end when
all the lines of the file have been read.
Suggestion: For each line, read and ignore characters up to the colon. Then read the
rest of the line into a variable of type String. Try to convert the string into a number, and
use try..catch to test whether the conversion succeeds.
6. Exercise 3.2 asked you to find the number in the range 1 to 10000 that has the largest (solution)
number of divisors. You only had to print out one such number. Revise the program so
that it will print out all numbers that have the maximum number of divisors. Use an array
as follows: As you count the divisors for each number, store each count in an array. Then
at the end of the program, you can go through the array and print out all the numbers
that have the maximum count. The output from the program should look something like
this:
Among integers between 1 and 10000,
The maximum number of divisors was 64
Numbers with that many divisors include:
7560
9240
7. An example in Subsection 3.8.3 tried to answer the question, How many random people do (solution)
you have to select before you find a duplicate birthday? The source code for that program
can be found in the file BirthdayProblem.java. Here are some related questions:
• How many random people do you have to select before you find three people who
share the same birthday? (That is, all three people were born on the same day in
the same month, but not necessarily in the same year.)
• Suppose you choose 365 people at random. How many different birthdays will they
have? (The number could theoretically be anywhere from 1 to 365).
• How many different people do you have to check before you’ve found at least one
person with a birthday on each of the 365 days of the year?
Exercises 137
Write three programs to answer these questions. Each of your programs should sim-
ulate choosing people at random and checking their birthdays. (In each case, ignore the
possibility of leap years.)
8. Write a GUI program that draws a checkerboard. Base your solution on the sample pro- (solution)
gram SimpleGraphicsStarter.java You will draw the checkerboard in the drawPicture()
subroutine, after erasing the code that it already contains.
The checkerboard should be 400-by-400 pixels. You can change the size of the drawing
area in SimpleGraphicsStarter.java by modifying the first two lines of the start()
subroutine to set width and height to 400 instead of 800 and 600. A checkerboard
contains 8 rows and 8 columns of squares. If the size of the drawing area is 400, that
means that each square should be 50-by-50 pixels. The squares are red and black (or
whatever other colors you choose). Here is a tricky way to determine whether a given
square should be red or black: The rows and columns can be thought of as numbered from
0 to 7. If the row number of the square and the column number of the square are either
both even or both odd, then the square is red. Otherwise, it is black. Note that a square
is just a rectangle in which the height is equal to the width, so you can use the subroutine
g.fillRect() to draw the squares. Here is a reduced-size image of the checkerboard that
you want to draw:
9. Often, some element of an animation repeats over and over, every so many frames. Some- (solution)
times, the repetition is “cyclic,” meaning that at the end it jumps back to the start.
Sometimes the repetition is “oscillating,” like a back-and-forth motion where the second
half is the same as the first half played in reverse.
Write an animation that demonstrates both cyclic and oscillating motions at various
speeds. For cyclic motion, you can use a square that moves across the drawing area, then
jumps back to the start, and then repeats the same motion over and over. For oscillating
motion, you can do something similar, but the square should move back and forth between
the two edges of the drawing area; that is, it moves left-to-right during the first half of
the animation and then backwards from right-to-left during the second half. To write the
program, you can start with a copy of the sample program SimpleAnimationStarter.java.
A cyclic motion has to repeat every N frames for some value of N. What you draw in
some frame of the animation depends on the frameNumber. The frameNumber just keeps
increasing forever. To implement cyclic motion, what you really want is a “cyclic frame
Exercises 138
Quiz on Chapter 3
(answers)
1. What is an algorithm?
2. Explain briefly what is meant by “pseudocode” and how is it useful in the development
of algorithms.
3. What is a block statement? How are block statements used in Java programs?
4. What is the main difference between a while loop and a do..while loop?
7. Write a for loop that will print out all the multiples of 3 from 3 to 36, that is: 3 6 9 12
15 18 21 24 27 30 33 36.
8. Fill in the following main() routine so that it will ask the user to enter an integer, read
the user’s response, and tell the user whether the number entered is even or odd. (You can
use TextIO.getInt() to read the integer. Recall that an integer n is even if n % 2 == 0.)
public static void main(String[] args) {
// Fill in the body of this subroutine!
}
9. Write a code segment that will print out two different random integers selected from the
range 1 to 10. All possible outputs should have the same probability. Hint: You can easily
select two random numbers, but you have to account for the fact that the two numbers
that you pick might be the same.
10. Suppose that s1 and s2 are variables of type String, whose values are expected to be
string representations of values of type int. Write a code segment that will compute and
print the integer sum of those values, or will print an error message if the values cannot
successfully be converted into integers. (Use a try..catch statement.)
11. Show the exact output that would be produced by the following main() routine:
public static void main(String[] args) {
int N;
N = 1;
while (N <= 32) {
N = 2 * N;
System.out.println(N);
}
}
12. Show the exact output produced by the following main() routine:
Quiz 140
13. What output is produced by the following program segment? Why? (Recall that
name.charAt(i) is the i-th character in the string, name.)
String name;
int i;
boolean startWord;
name = "Richard M. Nixon";
startWord = true;
for (i = 0; i < name.length(); i++) {
if (startWord)
System.out.println(name.charAt(i));
if (name.charAt(i) == ’ ’)
startWord = true;
else
startWord = false;
}
14. Suppose that numbers is an array of type int[ ]. Write a code segment that will count and
output the number of times that the number 42 occurs in the array.
15. Define the range of an array of numbers to be the maximum value in the array minus
the minimum value. Suppose that raceTimes is an array of type double[ ]. Write a code
segment that will find and print the range of raceTimes.
Chapter 4
One way to break up a complex program into manageable pieces is to use subroutines.
A subroutine consists of the instructions for carrying out a certain task, grouped together and
given a name. Elsewhere in the program, that name can be used as a stand-in for the whole set
of instructions. As a computer executes a program, whenever it encounters a subroutine name,
it executes all the instructions necessary to carry out the task associated with that subroutine.
Subroutines can be used over and over, at different places in the program. A subroutine
can even be used inside another subroutine. This allows you to write simple subroutines and
then use them to help write more complex subroutines, which can then be used in turn in other
subroutines. In this way, very complex programs can be built up step-by-step, where each step
in the construction is reasonably simple.
Subroutines in Java can be either static or non-static. This chapter covers static subroutines.
Non-static subroutines, which are used in true object-oriented programming, will be covered in
the next chapter.