Chapter 2: Objects and Primitive Data
Presentation slides for
Java Software Solutions
Foundations of Program Design
Third Edition
Presented by
Ali Kassem
Java Software Solutions is published by Addison-Wesley
Presentation slides are copyright 2002 by John Lewis and William Loftus. All rights reserved.
Instructors using the textbook may use and modify these slides for pedagogical purposes.
Objects and Primitive Data
Now we can explore some more fundamental programming
concepts
Chapter 2 focuses on:
• predefined objects
• primitive data
• the declaration and use of variables
• expressions and operator precedence
• creating and using objects
• class libraries
• Java applets
• drawing shapes
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Introduction to Objects
An object represents something with which we can interact
in a program
An object provides a collection of services that we can tell it
to perform for us
The services are defined by methods in a class that defines
the object
A class represents a concept, and an object represents the
embodiment of a class
A class can be used to create multiple objects
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Objects and Classes
A class An object
(the concept) (the realization)
Bank John’s Bank Account
Account Balance: $5,257
Bill’s Bank Account
Balance: $1,245,069
Multiple objects
from the same class
Mary’s Bank Account
Balance: $16,833
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Inheritance
One class can be used to derive another via inheritance
Classes can be organized into inheritance hierarchies
Account
Charge Bank
Account Account
Savings Checking
Account Account
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Using Objects
The System.out object represents a destination to which
we can send output
In the Lincoln program, we invoked the println
method of the System.out object:
System.out.println ("Whatever you are, be a good one.");
object method
information provided to the method
(parameters)
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The print Method
The System.out object provides another service as well
The print method is similar to the println method,
except that it does not advance to the next line
Therefore anything printed after a print statement will
appear on the same line
See Countdown.java (page 65)
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Abstraction
An abstraction hides (or suppresses) the right details at the
right time
An object is abstract in that we don't have to think about
its internal details in order to use it
For example, we don't have to know how the println
method works in order to invoke it
A human being can manage only seven (plus or minus 2)
pieces of information at one time
But if we group information into chunks (such as objects)
we can manage many complicated pieces at once
Classes and objects help us write complex software
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Character Strings
Every character string is an object in Java, defined by the
String class
Every string literal, delimited by double quotation marks,
represents a String object
The string concatenation operator (+) is used to append one
string to the end of another
It can also be used to append a number to a string
A string literal cannot be broken across two lines in a
program
See Facts.java (page 68)
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String Concatenation
The plus operator (+) is also used for arithmetic addition
The function that the + operator performs depends on the
type of the information on which it operates
If both operands are strings, or if one is a string and one is
a number, it performs string concatenation
If both operands are numeric, it adds them
The + operator is evaluated left to right
Parentheses can be used to force the operation order
See Addition.java (page 70)
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Escape Sequences
What if we wanted to print a double quote character?
The following line would confuse the compiler because it
would interpret the second quote as the end of the string
System.out.println ("I said "Hello" to you.");
An escape sequence is a series of characters that represents
a special character
An escape sequence begins with a backslash character (\),
which indicates that the character(s) that follow should be
treated in a special way
System.out.println ("I said \"Hello\" to you.");
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Escape Sequences
Some Java escape sequences:
Escape Sequence Meaning
\b backspace
\t tab
\n newline
\r carriage return
\" double quote
\' single quote
\\ backslash
See Roses.java (page 71)
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Variables
A variable is a name for a location in memory
A variable must be declared by specifying the variable's
name and the type of information that it will hold
data type variable name
int total;
int count, temp, result;
Multiple variables can be created in one declaration
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Variables
A variable can be given an initial value in the declaration
int sum = 0;
int base = 32, max = 149;
When a variable is referenced in a program, its current
value is used
See PianoKeys.java (page 73)
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Assignment
An assignment statement changes the value of a variable
The assignment operator is the = sign
total = 55;
The expression on the right is evaluated and the result is
stored in the variable on the left
The value that was in total is overwritten
You can assign only a value to a variable that is consistent
with the variable's declared type
See Geometry.java (page 74)
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Constants
A constant is an identifier that is similar to a variable
except that it holds one value while the program is active
The compiler will issue an error if you try to change the
value of a constant during execution
In Java, we use the final modifier to declare a constant
final int MIN_HEIGHT = 69;
Constants:
• give names to otherwise unclear literal values
• facilitate updates of values used throughout a program
• prevent inadvertent attempts to change a value
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Primitive Data
There are exactly eight primitive data types in Java
Four of them represent integers:
• byte, short, int, long
Two of them represent floating point numbers:
• float, double
One of them represents characters:
• char
And one of them represents boolean values:
• boolean
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Numeric Primitive Data
The difference between the various numeric primitive types
is their size, and therefore the values they can store:
Type Storage Min Value Max Value
byte 8 bits -128 127
short 16 bits -32,768 32,767
int 32 bits -2,147,483,648 2,147,483,647
long 64 bits < -9 x 1018 > 9 x 1018
float 32 bits +/- 3.4 x 1038 with 7 significant digits
double 64 bits +/- 1.7 x 10308 with 15 significant digits
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Characters
A char variable stores a single character from the
Unicode character set
A character set is an ordered list of characters, and each
character corresponds to a unique number
The Unicode character set uses sixteen bits per character,
allowing for 65,536 unique characters
It is an international character set, containing symbols and
characters from many world languages
Character literals are delimited by single quotes:
'a' 'X' '7' '$' ',' '\n'
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Characters
The ASCII character set is older and smaller than Unicode,
but is still quite popular
The ASCII characters are a subset of the Unicode
character set, including:
uppercase letters A, B, C, …
lowercase letters a, b, c, …
punctuation period, semi-colon, …
digits 0, 1, 2, …
special symbols &, |, \, …
control characters carriage return, tab, ...
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Boolean
A boolean value represents a true or false condition
A boolean also can be used to represent any two states, such
as a light bulb being on or off
The reserved words true and false are the only valid
values for a boolean type
boolean done = false;
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Arithmetic Expressions
An expression is a combination of one or more operands and their
operators
Arithmetic expressions compute numeric results and make use of
the arithmetic operators:
Addition +
Subtraction -
Multiplication *
Division /
Remainder %
If either or both operands associated with an arithmetic
operator are floating point, the result is a floating point
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Division and Remainder
If both operands to the division operator (/) are integers,
the result is an integer (the fractional part is discarded)
14 / 3 equals? 4
8 / 12 equals? 0
The remainder operator (%) returns the remainder after
dividing the second operand into the first
14 % 3 equals? 2
8 % 12 equals? 8
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Operator Precedence
Operators can be combined into complex expressions
result = total + count / max - offset;
Operators have a well-defined precedence which
determines the order in which they are evaluated
Multiplication, division, and remainder are evaluated prior
to addition, subtraction, and string concatenation
Arithmetic operators with the same precedence are
evaluated from left to right
Parentheses can be used to force the evaluation order
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Operator Precedence
What is the order of evaluation in the following
expressions?
a + b + c + d + e a + b * c - d / e
1 2 3 4 3 1 4 2
a / (b + c) - d % e
2 1 4 3
a / (b * (c + (d - e)))
4 3 2 1
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Assignment Revisited
The assignment operator has a lower precedence than the
arithmetic operators
First the expression on the right hand
side of the = operator is evaluated
answer = sum / 4 + MAX * lowest;
4 1 3 2
Then the result is stored in the
variable on the left hand side
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Assignment Revisited
The right and left hand sides of an assignment statement
can contain the same variable
First, one is added to the
original value of count
count = count + 1;
Then the result is stored back into count
(overwriting the original value)
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Data Conversions
Sometimes it is convenient to convert data from one type to
another
For example, we may want to treat an integer as a floating
point value during a computation
Conversions must be handled carefully to avoid losing
information
Widening conversions are safest because they tend to go
from a small data type to a larger one (such as a short to
an int)
Narrowing conversions can lose information because they
tend to go from a large data type to a smaller one (such as
an int to a short)
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Data Conversions
In Java, data conversions can occur in three ways:
• assignment conversion
• arithmetic promotion
• casting
Assignment conversion occurs when a value of one type is
assigned to a variable of another
• Only widening conversions can happen via assignment
Arithmetic promotion happens automatically when
operators in expressions convert their operands
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Widening & Narrowing Conversions
Widening Conversion From To
byte short, int, long, float, or double
short int, long, float, or double
char int, long, float, or double
int long, float, or double
long float, or double
float double
Narrowing conversion
From To
byte char
short byte, or char
char byte, or short
int byte, short or char
long byte, short or char, or int
float byte, short, char, int, or long
double byte, short, char, int, long, or float
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Data Conversions
Casting is the most powerful, and dangerous, technique for
conversion
• Both widening and narrowing conversions can be accomplished by
explicitly casting a value
• To cast, the type is put in parentheses in front of the value being
converted
For example, if total and count are integers, but we
want a floating point result when dividing them, we can
cast total:
result = (float) total / count;
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Creating Objects
A variable holds either a primitive type or a reference to an
object
A class name can be used as a type to declare an object
reference variable
String title;
No object is created with this declaration
An object reference variable holds the address of an object
The object itself must be created separately
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Creating Objects
Generally, we use the new operator to create an object
title = new String ("Java Software Solutions");
This calls the String constructor, which is
a special method that sets up the object
Creating an object is called instantiation
An object is an instance of a particular class
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Creating Objects
Because strings are so common, we don't have to use the
new operator to create a String object
title = "Java Software Solutions";
This is special syntax that works only for strings
Once an object has been instantiated, we can use the dot
operator to invoke its methods
title.length()
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String Methods
The String class has several methods that are useful for
manipulating strings
Many of the methods return a value, such as an integer or a
new String object
See the list of String methods on page 89 and in Appendix
M
See StringMutation.java (page 90)
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Class Libraries
A class library is a collection of classes that we can use when
developing programs
The Java standard class library is part of any Java
development environment
Its classes are not part of the Java language , but we rely on
them heavily
The System class and the String class are part of the
Java standard class library
Other class libraries can be obtained through third party
vendors, or you can create them yourself
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Packages
The classes of the Java standard class library are organized
into packages
Some of the packages in the standard class library are:
Package Purpose
java.lang General support – Default library
java.io Input/Output functions
java.applet Creating applets for the web
java.awt Graphics and graphical user interfaces
javax.swing Additional graphics capabilities and components
java.net Network communication
java.util Utilities
java.sql Interact with databases
java.security Enforce security restrictions
javax.xml.parsers XML document processing
java.math Perform calculation Ali Kassem 37
The import Declaration
When you want to use a class from a package, you could
use its fully qualified name
java.util.Random
Or you can import the class, and then use just the class
name
import java.util.Random;
To import all classes in a particular package, you can use
the * wildcard character
import java.util.*;
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The import Declaration
All classes of the java.lang package are imported
automatically into all programs
That's why we didn't have to import the System or
String classes explicitly in earlier programs
The Random class is part of the java.util package
It provides methods that generate pseudorandom numbers
See RandomNumbers.java (page 97)
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Class Methods
Some methods can be invoked through the class name,
instead of through an object of the class
These methods are called class methods or static methods
The Math class contains many static methods, providing
various mathematical functions, such as absolute value,
trigonometry functions, square root, etc.
temp = Math.cos(90) + Math.sqrt(delta);
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The Keyboard Class
The Keyboard class is NOT part of the Java standard
class library
It is provided by the authors of the textbook to make
reading input from the keyboard easy
Details of the Keyboard class are explored in Chapter 5
The Keyboard class is part of a package called cs1
It contains several static methods for reading particular
types of data
See Echo.java (page 101)
See Quadratic.java (page 102)
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Keyboard static methods
Some methods of the Keyboard class
These methods returns a value of the indicated type obtained from
user keyboard input
Methods names
static boolean readBoolean()
static byte readByte()
static char readChar()
static double readDouble()
static float readFloat()
static int readInt()
static long readLong()
static short readShort()
static String readString() Ali Kassem 42
Formatting Output
The NumberFormat class has static methods that return a
formatter object
getCurrencyInstance()
getPercentInstance()
Each formatter object has a method called format that
returns a string with the specified information in the
appropriate format
See Price.java (page 104)
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Formatting Output
The DecimalFormat class can be used to format a
floating point value in generic ways
For example, you can specify that the number should be
printed to three decimal places
The constructor of the DecimalFormat class takes a
string that represents a pattern for the formatted number
See CircleStats.java (page 107)
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Applets
A Java application is a stand-alone program with a main
method (like the ones we've seen so far)
A Java applet is a program that is intended to transported
over the Web and executed using a web browser
An applet also can be executed using the appletviewer tool
of the Java Software Development Kit
An applet doesn't have a main method
Instead, there are several special methods that serve
specific purposes
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Applets
The paint method, for instance, is executed automatically
and is used to draw the applet’s contents
The paint method accepts a parameter that is an object of
the Graphics class
A Graphics object defines a graphics context on which we
can draw shapes and text
The Graphics class has several methods for drawing
shapes
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Applets
The class that defines an applet extends the Applet class
This makes use of inheritance, which is explored in more
detail in Chapter 7
See Einstein.java (page 109)
An applet is embedded into an HTML file using a tag that
references the bytecode file of the applet class
The bytecode version of the program is transported across
the web and executed by a Java interpreter that is part of
the browser
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The HTML applet Tag
<html>
<head>
<title>The Einstein Applet</title>
</head>
<body>
<applet code="Einstein.class" width=350 height=175>
</applet>
</body>
</html>
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Drawing Shapes
Let's explore some of the methods of the Graphics class
that draw shapes in more detail
A shape can be filled or unfilled, depending on which
method is invoked
The method parameters specify coordinates and sizes
Recall from Chapter 1 that the Java coordinate system has
the origin in the top left corner
Shapes with curves, like an oval, are usually drawn by
specifying the shape’s bounding rectangle
An arc can be thought of as a section of an oval
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Drawing a Line
10 150 X
20
45
page.drawLine (10, 20, 150, 45);
or
page.drawLine (150, 45, 10, 20);
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Drawing a Rectangle
50 X
20
40
100
page.drawRect (50, 20, 100, 40);
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Drawing an Oval
175 X
20
80
bounding
rectangle
Y 50
page.drawOval (175, 20, 50, 80);
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The Color Class
A color is defined in a Java program using an object
created from the Color class
The Color class also contains several static predefined
colors, including:
Object RGB Value
Color.black 0, 0, 0
Color.blue 0, 0, 255
Color.cyan 0, 255, 255
Color.orange 255, 200, 0
Color.white 255, 255, 255
Color.yellow 255, 255, 0
Color.gray 128, 128, 128
Color.magneta 255, 0, 255
Color.red 255, 0, 0
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Color.green 0, 255, 0
The Color Class
Every drawing surface has a background color
Every graphics context has a current foreground color
Both can be set explicitly
See Snowman.java (page115)
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Exercises & examples
Read the Key Concepts in page 118
Try to resolve the self-review question in page 119
Resolve the exercises in page 120
Resolve the programming projects in page 123
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Summary
Chapter 2 has focused on:
• predefined objects
• primitive data
• the declaration and use of variables
• expressions and operator precedence
• creating and using objects
• class libraries
• Java applets
• drawing shapes
• Exercises & examples
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