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Saturday, January 15, 2011

Core Java:Package

What Is a Package?
A package is a namespace that organizes a set of related classes and interfaces. Conceptually you can think of packages as being similar to different folders on your computer. You might keep HTML pages in one folder, images in another, and scripts or applications in yet another. Because software written in the Java programming language can be composed of hundreds or thousands of individual classes, it makes sense to keep things organized by placing related classes and interfaces into packages. The Java platform provides an enormous class library (a set of packages) suitable for use in your own applications. This library is known as the "Application Programming Interface", or "API" for short. Its packages represent the tasks most commonly associated with general-purpose programming. For example, a String object contains state and behavior for character strings; a File object allows a programmer to easily create, delete, inspect, compare, or modify a file on the filesystem; a Socket object allows for the creation and use of network sockets; various GUI objects control buttons and checkboxes and anything else related to graphical user interfaces. There are literally thousands of classes to choose from. This allows you, the programmer, to focus on the design of your particular application, rather than the infrastructure required to make it work.
The Java Platform API Specification contains the complete listing for all packages, interfaces, classes, fields, and methods supplied by the Java Platform 6, Standard Edition. Load the page in your browser and bookmark it. As a programmer, it will become your single most important piece of reference documentation.

Core Java:Inheritance

What Is Inheritance?
Different kinds of objects often have a certain amount in common with each other. Mountain bikes, road bikes, and tandem bikes, for example, all share the characteristics of bicycles (current speed, current pedal cadence, current gear). Yet each also defines additional features that make them different: tandem bicycles have two seats and two sets of handlebars; road bikes have drop handlebars; some mountain bikes have an additional chain ring, giving them a lower gear ratio. Object-oriented programming allows classes to inherit commonly used state and behavior from other classes. In this example, Bicycle now becomes the superclass of MountainBike, RoadBike, and TandemBike. In the Java programming language, each class is allowed to have one direct superclass, and each superclass has the potential for an unlimited number of subclasses:
A diagram of classes in a hierarchy.
A hierarchy of bicycle classes.
The syntax for creating a subclass is simple. At the beginning of your class declaration, use the extends keyword, followed by the name of the class to inherit from:
class MountainBike extends Bicycle {

     // new fields and methods defining a mountain bike would go here

}
This gives MountainBike all the same fields and methods as Bicycle, yet allows its code to focus exclusively on the features that make it unique. This makes code for your subclasses easy to read. However, you must take care to properly document the state and behavior that each superclass defines, since that code will not appear in the source file of each subclass.

Core Java:Class

What Is a Class?
In the real world, you'll often find many individual objects all of the same kind. There may be thousands of other bicycles in existence, all of the same make and model. Each bicycle was built from the same set of blueprints and therefore contains the same components. In object-oriented terms, we say that your bicycle is an instance of the class of objects known as bicycles. A class is the blueprint from which individual objects are created. The following Bicycle class is one possible implementation of a bicycle:
class Bicycle {

       int cadence = 0;
       int speed = 0;
       int gear = 1;

       void changeCadence(int newValue) {
            cadence = newValue;
       }

       void changeGear(int newValue) {
            gear = newValue;
       }

       void speedUp(int increment) {
            speed = speed + increment;   
       }

       void applyBrakes(int decrement) {
            speed = speed - decrement;
       }

       void printStates() {
            System.out.println("cadence:"+cadence+" speed:"+speed+" gear:"+gear);
       }
}
The syntax of the Java programming language will look new to you, but the design of this class is based on the previous discussion of bicycle objects. The fields cadence, speed, and gear represent the object's state, and the methods (changeCadence, changeGear, speedUp etc.) define its interaction with the outside world. You may have noticed that the Bicycle class does not contain a main method. That's because it's not a complete application; it's just the blueprint for bicycles that might be used in an application. The responsibility of creating and using new Bicycle objects belongs to some other class in your application.
Here's a BicycleDemo class that creates two separate Bicycle objects and invokes their methods:
class BicycleDemo {
     public static void main(String[] args) {

          // Create two different Bicycle objects
          Bicycle bike1 = new Bicycle();
          Bicycle bike2 = new Bicycle();

          // Invoke methods on those objects
          bike1.changeCadence(50);
          bike1.speedUp(10);
          bike1.changeGear(2);
          bike1.printStates();

          bike2.changeCadence(50);
          bike2.speedUp(10);
          bike2.changeGear(2);
          bike2.changeCadence(40);
          bike2.speedUp(10);
          bike2.changeGear(3);
          bike2.printStates();
     }
}
The output of this test prints the ending pedal cadence, speed, and gear for the two bicycles:
cadence:50 speed:10 gear:2
cadence:40 speed:20 gear:3

Core Java:object

What Is an Object?
Objects are key to understanding object-oriented technology. Look around right now and you'll find many examples of real-world objects: your dog, your desk, your television set, your bicycle. Real-world objects share two characteristics: They all have state and behavior. Dogs have state (name, color, breed, hungry) and behavior (barking, fetching, wagging tail). Bicycles also have state (current gear, current pedal cadence, current speed) and behavior (changing gear, changing pedal cadence, applying brakes). Identifying the state and behavior for real-world objects is a great way to begin thinking in terms of object-oriented programming.
Take a minute right now to observe the real-world objects that are in your immediate area. For each object that you see, ask yourself two questions: "What possible states can this object be in?" and "What possible behavior can this object perform?". Make sure to write down your observations. As you do, you'll notice that real-world objects vary in complexity; your desktop lamp may have only two possible states (on and off) and two possible behaviors (turn on, turn off), but your desktop radio might have additional states (on, off, current volume, current station) and behavior (turn on, turn off, increase volume, decrease volume, seek, scan, and tune). You may also notice that some objects, in turn, will also contain other objects. These real-world observations all translate into the world of object-oriented programming.

A circle with an inner circle filled with items, surrounded by gray wedges representing methods that allow access to the inner circle.
A software object.
Software objects are conceptually similar to real-world objects: they too consist of state and related behavior. An object stores its state in fields (variables in some programming languages) and exposes its behavior through methods (functions in some programming languages). Methods operate on an object's internal state and serve as the primary mechanism for object-to-object communication. Hiding internal state and requiring all interaction to be performed through an object's methods is known as data encapsulation — a fundamental principle of object-oriented programming.
Consider a bicycle, for example:

A picture of an object, with bibycle methods and instance variables.
A bicycle modeled as a software object.
By attributing state (current speed, current pedal cadence, and current gear) and providing methods for changing that state, the object remains in control of how the outside world is allowed to use it. For example, if the bicycle only has 6 gears, a method to change gears could reject any value that is less than 1 or greater than 6. Bundling code into individual software objects provides a number of benefits, including:
  1. Modularity: The source code for an object can be written and maintained independently of the source code for other objects. Once created, an object can be easily passed around inside the system.
  2. Information-hiding: By interacting only with an object's methods, the details of its internal implementation remain hidden from the outside world.
  3. Code re-use: If an object already exists (perhaps written by another software developer), you can use that object in your program. This allows specialists to implement/test/debug complex, task-specific objects, which you can then trust to run in your own code.
  4. Pluggability and debugging ease: If a particular object turns out to be problematic, you can simply remove it from your application and plug in a different object as its replacement. This is analogous to fixing mechanical problems in the real world. If a bolt breaks, you replace it, not the entire machine.

Core Java:Object-Oriented Programming Concepts

Object-Oriented Programming Concepts
If you've never used an object-oriented programming language before, you'll need to learn a few basic concepts before you can begin writing any code. This lesson will introduce you to objects, classes, inheritance, interfaces, and packages. Each discussion focuses on how these concepts relate to the real world, while simultaneously providing an introduction to the syntax of the Java programming language.

What Is an Object?

An object is a software bundle of related state and behavior. Software objects are often used to model the real-world objects that you find in everyday life. This lesson explains how state and behavior are represented within an object, introduces the concept of data encapsulation, and explains the benefits of designing your software in this manner.

What Is a Class?

A class is a blueprint or prototype from which objects are created. This section defines a class that models the state and behavior of a real-world object. It intentionally focuses on the basics, showing how even a simple class can cleanly model state and behavior.

What Is Inheritance?

Inheritance provides a powerful and natural mechanism for organizing and structuring your software. This section explains how classes inherit state and behavior from their superclasses, and explains how to derive one class from another using the simple syntax provided by the Java programming language.

What Is an Interface?

An interface is a contract between a class and the outside world. When a class implements an interface, it promises to provide the behavior published by that interface. This section defines a simple interface and explains the necessary changes for any class that implements it.

What Is a Package?

A package is a namespace for organizing classes and interfaces in a logical manner. Placing your code into packages makes large software projects easier to manage. This section explains why this is useful, and introduces you to the Application Programming Interface (API) provided by the Java platform.

Questions and Exercises: Object-Oriented Programming Concepts

Use the questions and exercises presented in this section to test your understanding of objects, classes, inheritance, interfaces, and packages.

Core Java:"Hello World!" Application


Lesson: The "Hello World!" Application
The sections listed below provide detailed instructions for compiling and running a simple "Hello World!" application. The first section provides information on getting started with the NetBeans IDE, an integrated development environment that greatly simplifies the software development process. The NetBeans IDE runs on all of the platforms listed below. The remaining sections provide platform-specific instructions for getting started without an integrated development environment. If you run into problems, be sure to consult the common problems section; it provides solutions for many issues encountered by new users.
These instructions are for users of the NetBeans IDE. The NetBeans IDE runs on the Java platform, which means that you can use it with any operating system for which there is a JDK 6 available. These operating systems include Microsoft Windows, Solaris OS, Linux, and Mac OS X. We recommend using the NetBeans IDE instead of the command line whenever possible.
These command-line instructions are for users of Windows XP Professional, Windows XP Home, Windows Server 2003, Windows 2000 Professional, and Windows Vista.
These command-line instructions are for users of Solaris OS and Linux.
Consult this page if you have problems compiling or running your application. 
A Closer Look at the "Hello World!" Application
Now that you've seen the "Hello World!" application (and perhaps even compiled and run it), you might be wondering how it works. Here again is its code:
class HelloWorldApp {
    public static void main(String[] args) {
        System.out.println("Hello World!"); // Display the string.
    }
}
The "Hello World!" application consists of three primary components: source code comments, the HelloWorldApp class definition, and the main method. The following explanation will provide you with a basic understanding of the code, but the deeper implications will only become apparent after you've finished reading the rest of the tutorial.

Source Code Comments

The following bold text defines the comments of the "Hello World!" application:
/** 
 * The HelloWorldApp class implements an application that
 * simply prints "Hello World!" to standard output.
 */
class HelloWorldApp {
    public static void main(String[] args) {
        System.out.println("Hello World!"); // Display the string.
    }
}
Comments are ignored by the compiler but are useful to other programmers. The Java programming language supports three kinds of comments:
/* text */
The compiler ignores everything from /* to */.
/** documentation */
This indicates a documentation comment (doc comment, for short). The compiler ignores this kind of comment, just like it ignores comments that use /* and */. The javadoc tool uses doc comments when preparing automatically generated documentation. For more information on javadoc, see the JavadocTM tool documentation .
// text
The compiler ignores everything from // to the end of the line.

The HelloWorldApp Class Definition

The following bold text begins the class definition block for the "Hello World!" application:
/** 
 * The HelloWorldApp class implements an application that
 * simply displays "Hello World!" to the standard output.
 */
class HelloWorldApp {
    public static void main(String[] args) {
        System.out.println("Hello World!"); // Display the string.
    }
}
As shown above, the most basic form of a class definition is:
class name {
    . . .
}
The keyword class begins the class definition for a class named name, and the code for each class appears between the opening and closing curly braces marked in bold above. Chapter 2 provides an overview of classes in general, and Chapter 4 discusses classes in detail. For now it is enough to know that every application begins with a class definition.

The main Method

The following bold text begins the definition of the main method:
/** 
 * The HelloWorldApp class implements an application that
 * simply displays "Hello World!" to the standard output.
 */
class HelloWorldApp {
    public static void main(String[] args) {
        System.out.println("Hello World!"); //Display the string.
    }
}
In the Java programming language, every application must contain a main method whose signature is:
public static void main(String[] args)
The modifiers public and static can be written in either order (public static or static public), but the convention is to use public static as shown above. You can name the argument anything you want, but most programmers choose "args" or "argv". The main method is similar to the main function in C and C++; it's the entry point for your application and will subsequently invoke all the other methods required by your program.
The main method accepts a single argument: an array of elements of type String.
public static void main(String[] args)
This array is the mechanism through which the runtime system passes information to your application. For example:
java MyApp arg1 arg2
Each string in the array is called a command-line argument. Command-line arguments let users affect the operation of the application without recompiling it. For example, a sorting program might allow the user to specify that the data be sorted in descending order with this command-line argument:
-descending
The "Hello World!" application ignores its command-line arguments, but you should be aware of the fact that such arguments do exist.
Finally, the line:
System.out.println("Hello World!");
uses the System class from the core library to print the "Hello World!" message to standard output. Portions of this library (also known as the "Application Programming Interface", or "API") will be discussed throughout the remainder of the tutorial.




Core Java:About the Java Technology

About the Java Technology
Java technology is both a programming language and a platform.

The Java Programming Language

The Java programming language is a high-level language that can be characterized by all of the following buzzwords:

  • Simple

  • Architecture neutral

  • Object oriented

  • Portable

  • Distributed

  • High performance

  • Multithreaded

  • Robust

  • Dynamic

  • Secure
  • Each of the preceding buzzwords is explained in The Java Language Environment , a white paper written by James Gosling and Henry McGilton.
    In the Java programming language, all source code is first written in plain text files ending with the .java extension. Those source files are then compiled into .class files by the javac compiler. A .class file does not contain code that is native to your processor; it instead contains bytecodes — the machine language of the Java Virtual Machine1 (Java VM). The java launcher tool then runs your application with an instance of the Java Virtual Machine.


    Figure showing MyProgram.java, compiler, MyProgram.class, Java VM, and My Program running on a computer.





               An overview of the software development process.

    Because the Java VM is available on many different operating systems, the same .class files are capable of running on Microsoft Windows, the Solaris TM Operating System (Solaris OS), Linux, or Mac OS. Some virtual machines, such as the Java HotSpot virtual machine, perform additional steps at runtime to give your application a performance boost. This include various tasks such as finding performance bottlenecks and recompiling (to native code) frequently used sections of code.

    Figure showing source code, compiler, and Java VM's for Win32, Solaris OS/Linux, and Mac OS
    Through the Java VM, the same application is capable of running on multiple platforms.

    The Java Platform

    A platform is the hardware or software environment in which a program runs. We've already mentioned some of the most popular platforms like Microsoft Windows, Linux, Solaris OS, and Mac OS. Most platforms can be described as a combination of the operating system and underlying hardware. The Java platform differs from most other platforms in that it's a software-only platform that runs on top of other hardware-based platforms. The Java platform has two components:
    • The Java Virtual Machine
    • The Java Application Programming Interface (API)
    You've already been introduced to the Java Virtual Machine; it's the base for the Java platform and is ported onto various hardware-based platforms. The API is a large collection of ready-made software components that provide many useful capabilities. It is grouped into libraries of related classes and interfaces; these libraries are known as packages. The next section, What Can Java Technology Do? highlights some of the functionality provided by the API.


    Figure showing MyProgram.java, API, Java Virtual Machine, and Hardware-Based Platform
    The API and Java Virtual Machine insulate the program from the underlying hardware.
    As a platform-independent environment, the Java platform can be a bit slower than native code. However, advances in compiler and virtual machine technologies are bringing performance close to that of native code without threatening portability. The terms"Java Virtual Machine" and "JVM" mean a Virtual Machine for the Java platform.

    What Can Java Technology Do?

    The general-purpose, high-level Java programming language is a powerful software platform. Every full implementation of the Java platform gives you the following features:
    • Development Tools: The development tools provide everything you'll need for compiling, running, monitoring, debugging, and documenting your applications. As a new developer, the main tools you'll be using are the javac compiler, the java launcher, and the javadoc documentation tool.
    • Application Programming Interface (API): The API provides the core functionality of the Java programming language. It offers a wide array of useful classes ready for use in your own applications. It spans everything from basic objects, to networking and security, to XML generation and database access, and more. The core API is very large; to get an overview of what it contains, consult the Java SE Development Kit 6 (JDKTM 6) documentation.
    • Deployment Technologies: The JDK software provides standard mechanisms such as the Java Web Start software and Java Plug-In software for deploying your applications to end users.
    • User Interface Toolkits: The Swing and Java 2D toolkits make it possible to create sophisticated Graphical User Interfaces (GUIs).
    • Integration Libraries: Integration libraries such as the Java IDL API, JDBCTM API, Java Naming and Directory InterfaceTM ("J.N.D.I.") API, Java RMI, and Java Remote Method Invocation over Internet Inter-ORB Protocol Technology (Java RMI-IIOP Technology) enable database access and manipulation of remote objects.
    How Will Java Technology Change My Life?
    We can't promise you fame, fortune, or even a job if you learn the Java programming language. Still, it is likely to make your programs better and requires less effort than other languages. We believe that Java technology will help you do the following:
    • Get started quickly: Although the Java programming language is a powerful object-oriented language, it's easy to learn, especially for programmers already familiar with C or C++.
    • Write less code: Comparisons of program metrics (class counts, method counts, and so on) suggest that a program written in the Java programming language can be four times smaller than the same program written in C++.
    • Write better code: The Java programming language encourages good coding practices, and automatic garbage collection helps you avoid memory leaks. Its object orientation, its JavaBeansTM component architecture, and its wide-ranging, easily extendible API let you reuse existing, tested code and introduce fewer bugs.
    • Develop programs more quickly: The Java programming language is simpler than C++, and as such, your development time could be up to twice as fast when writing in it. Your programs will also require fewer lines of code.
    • Avoid platform dependencies: You can keep your program portable by avoiding the use of libraries written in other languages.
    • Write once, run anywhere: Because applications written in the Java programming language are compiled into machine-independent bytecodes, they run consistently on any Java platform.
    • Distribute software more easily: With Java Web Start software, users will be able to launch your applications with a single click of the mouse. An automatic version check at startup ensures that users are always up to date with the latest version of your software. If an update is available, the Java Web Start software will automatically update their installation.