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Modern
Programming
Made Easy
Using Java, Scala, Groovy,
and JavaScript
—
Second Edition
—
Adam L. Davis
Modern Programming
Made Easy
Using Java, Scala, Groovy,
and JavaScript
Second Edition
Adam L. Davis
Modern Programming Made Easy: Using Java, Scala, Groovy, and
JavaScript
Adam L. Davis
Oviedo, FL, USA
Chapter 1: Introduction������������������������������������������������������������������������1
Problem-Solving���������������������������������������������������������������������������������������������������1
About This Book����������������������������������������������������������������������������������������������������2
v
Table of Contents
Chapter 4: Math����������������������������������������������������������������������������������17
Adding, Subtracting, etc.�������������������������������������������������������������������������������������17
More Complex Math��������������������������������������������������������������������������������������������19
Random Numbers�����������������������������������������������������������������������������������������������20
Summary������������������������������������������������������������������������������������������������������������22
vi
Table of Contents
Chapter 7: Methods����������������������������������������������������������������������������41
Call Me����������������������������������������������������������������������������������������������������������������41
Non-Java�������������������������������������������������������������������������������������������������������42
Break It Down�����������������������������������������������������������������������������������������������������43
Return to Sender�������������������������������������������������������������������������������������������������43
Static�������������������������������������������������������������������������������������������������������������������44
Varargs����������������������������������������������������������������������������������������������������������������45
Main Method�������������������������������������������������������������������������������������������������������45
Exercises�������������������������������������������������������������������������������������������������������������46
Summary������������������������������������������������������������������������������������������������������������46
Chapter 8: Inheritance������������������������������������������������������������������������47
Objectify��������������������������������������������������������������������������������������������������������������48
JavaScript������������������������������������������������������������������������������������������������������49
Parenting 101������������������������������������������������������������������������������������������������������49
JavaScript������������������������������������������������������������������������������������������������������51
Packages������������������������������������������������������������������������������������������������������������52
Public Parts���������������������������������������������������������������������������������������������������������53
JavaScript������������������������������������������������������������������������������������������������������53
Interfaces������������������������������������������������������������������������������������������������������������54
Abstract Class�����������������������������������������������������������������������������������������������������55
Enums�����������������������������������������������������������������������������������������������������������������56
Annotations���������������������������������������������������������������������������������������������������������57
Autoboxing����������������������������������������������������������������������������������������������������������58
Autoboxing�����������������������������������������������������������������������������������������������������58
Unboxing��������������������������������������������������������������������������������������������������������58
Summary������������������������������������������������������������������������������������������������������������58
vii
Table of Contents
viii
Table of Contents
Renaming a Function�������������������������������������������������������������������������������������88
Wrapping a Function in Another Function and Calling It�������������������������������88
Inline a Function Wherever It Is Called����������������������������������������������������������89
Extract Common Code into a Function (the Opposite of the Previous)����������89
ix
Table of Contents
x
Table of Contents
xi
Table of Contents
Appendix A: Java/Groovy������������������������������������������������������������������173
No Java Analog�������������������������������������������������������������������������������������������������174
Appendix B: Java/Scala��������������������������������������������������������������������175
No Java Analog�������������������������������������������������������������������������������������������������176
Null, Nil, etc.������������������������������������������������������������������������������������������������������176
Appendix C: Java/JavaScript������������������������������������������������������������177
No Java Analog�������������������������������������������������������������������������������������������������178
Appendix D: Resources���������������������������������������������������������������������179
xii
Table of Contents
Appendix F: Java������������������������������������������������������������������������������185
Afterword������������������������������������������������������������������������������������������187
Index�������������������������������������������������������������������������������������������������189
xiii
About the Author
Adam L. Davis makes software. He’s spent
many years developing in Java (since Java 1.2)
and has enjoyed using Spring and Hibernate
for more than a decade. Since 2006 he’s
been using Groovy, Grails, HTML, CSS, and
JavaScript, in addition to Java, to create SaaS
web applications that help track finances for
large institutions (among other things).
Adam has a master’s and a bachelor’s
degree in Computer Science from Georgia
Tech. He is also the author of Reactive Streams in Java (Apress, 2019) and
Learning Groovy 3, Second Edition (Apress, 2019). You can check out his
web site at https://github.adamldavis.com/.
xv
About the Technical Reviewer
Manuel Jordan Elera is an autodidactic
developer and researcher who enjoys learning
new technologies for his own experiments and
creating new integrations. Manuel won the
Springy Award—Community Champion and
Spring Champion 2013. In his little free time,
he reads the Bible and composes music on his
guitar. Manuel is known as dr_pompeii. He
has tech-reviewed numerous books for Apress,
including Pro Spring Boot 2 (2019), Rapid
Java Persistence and Microservices (2019), Java Language Features (2018),
Spring Boot 2 Recipes (2018), and Java APIs, Extensions and Libraries
(2018). Read his 13 detailed tutorials about many Spring technologies,
contact him through his blog at www.manueljordanelera.blogspot.com,
and follow him on his Twitter account, @dr_pompeii.
xvii
CHAPTER 1
Introduction
In my experience, learning how to program (in typical computer science
classes) can be very difficult. The curriculum tends to be boring, abstract,
and unattached to “real-world” coding. Owing to how fast technology
progresses, computer science classes tend to teach material that is very
quickly out of date and out of touch. I believe that teaching programming
could be much simpler, and I hope this book achieves that goal.
P
roblem-Solving
Before you learn to program, the task can seem rather daunting, much like
looking at a mountain before you climb it. However, over time, you will
realize that programming is really about problem-solving.
On your journey toward learning to code, as with so much in life, you
will encounter many obstacles. You may have heard it before, but it really is
true: the path to success is to try, try, and try again. People who persevere
the most tend to be the most successful people.
Programming is fraught with trial and error. Although things will get
easier over time, you’ll never be right all the time. So, much as with most
things in life, you must be patient, diligent, and curious to be successful.
Info Text styled this way usually refers the curious reader to
additional information.
2
CHAPTER 2
Software to Install
Before you begin to program, you must install some basic tools.
J ava/Groovy
For Java and Groovy, you will have to install the following:
1
https://adoptopenjdk.net/installation.html
© Adam L. Davis 2020 3
A. L. Davis, Modern Programming Made Easy,
https://doi.org/10.1007/978-1-4842-5569-8_2
Chapter 2 Software to Install
Trying It Out
After installing Groovy, you should use it to try coding. Open a command
prompt (or terminal), type groovyConsole, and hit Enter to begin.
Because most Java code is valid Groovy code, you should keep the
Groovy console open and use it to try out all of the examples from this
book.
You can also easily try out JavaScript in the following way:
2
h ttps://netbeans.apache.org/download/index.html
3
https://groovy.apache.org/download.html
4
Chapter 2 Software to Install
O
thers
Once you have the preceding installed, you should eventually install the
following:
• Scala4: An object-oriented language built on the JVM
• Git5: A version control program
C
ode on GitHub
A lot of the code from this book is available on github.com/modernprog.7
You can go there at any time to follow along with the book.
4
w ww.scala-lang.org/
5
https://git-scm.com/
6
https://maven.apache.org/
7
https://github.com/modernprog
5
CHAPTER 3
The Basics
In this chapter, we’ll cover the basic syntax of Java and similar languages.
C
oding Terms
Source file refers to human-readable code. Binary file refers to computer-
readable code (the compiled code). In Java, this binary code is called
bytecode which is read by the Java Virtual Machine (JVM).
In Java, the source files end with .java, and binary files end with
.class (also called class files). You compile source files using a compiler,
which gives you binary files or bytecode.
In Java, the compiler is called javac; in Groovy it is groovyc; and it is
scalac in Scala (see a trend here?). All three of these languages can be
compiled to bytecode and run on the JVM. The bytecode is a common
format regardless of which programming language it was generated from.
However, some languages, such as JavaScript, don’t have to be
compiled. These are called interpreted languages. JavaScript can run in
your browser (such as Firefox or Google Chrome), or it can run on a server
using Node.js, a JavaScript runtime built on Chrome’s V8 JavaScript engine.
1
bit is the smallest possible amount of information. It corresponds to a 1 or 0.
A
2
https://docs.oracle.com/javase/tutorial/java/nutsandbolts/datatypes.
html
8
Chapter 3 The Basics
Groovy types are much the same as Java’s. In Scala, everything is an object,
so primitives don’t exist. However, they are replaced with corresponding value
types (Int, Long, etc.). JavaScript has only one type of number, Number,
which is similar to Java’s float.
Strings/Declarations
A String is a list of characters (text). It is a very useful built-in class in Java
(and most languages). To define a string, you simply surround some text in
quotes. For example:
9
Chapter 3 The Basics
In Java, you must put the type of the variable in the declaration. That’s
why the first word here is String.
In Groovy and JavaScript, strings can also be surrounded by single
quotes ('hello'). Also, declaring variables is different in each language.
Groovy allows you to use the keyword def, while JavaScript and Scala use
var. Java 10 also introduced using var to define local variables. For example:
Statements
Almost every statement in Java must end in a semicolon (;). In many
other languages, such as Scala, Groovy, and JavaScript, the semicolon is
optional, but in Java, it is necessary. Much as how periods at the end of
each sentence help you to understand the written word, the semicolon
helps the compiler understand the code.
By convention, we usually put each statement on its own line, but this
is not required, as long as semicolons are used to separate each statement.
Assignment
Assignment is an extremely important concept to understand, but it can
be difficult for beginners. However, once you understand it, you will forget
how hard it was to learn.
Let’s start with a metaphor. Imagine you want to hide something
valuable, such as a gold coin. You put it in a safe place and write the
address on a piece of paper. This paper is like a reference to the gold. You
can pass it around and even make copies of it, but the gold remains in the
same place and does not get copied. On the other hand, anyone with the
reference to the gold can get to it. This is how a reference variable works.
10
Chapter 3 The Basics
After running the preceding code, gold and a refer to the string "Au",
while b refers to "Br".
1 package com.example.mpme;
2 public class SmallClass {
3 }
11
Chapter 3 The Basics
Create a Class
1 package com.example.mpme;
2 public class SmallClass {
3 String name; //field
4 String getName() {return name;} //getter
5 void print() {System.out.println(name);} //method
6 }
12
Chapter 3 The Basics
This method changes the name field, prints out the new value, and
then returns that value. Try this new method out in the groovyConsole by
defining the class and then executing the following:
Groovy Classes
Groovy is extremely similar to Java but always defaults to public (we will
cover what public means in a later chapter).
1 package com.example.mpme;
2 class SmallClass {
3 String name //property
4 def print() { println(name) } //method
5 }
13
Chapter 3 The Basics
Groovy also automatically gives you “getter” and “setter” methods for
properties, so writing the getName method would have been redundant.
JavaScript Prototypes
Although JavaScript has objects, it doesn’t have a class keyword (prior to
ECMAScript 2015). Instead, it uses a concept called prototype. For example,
creating a class can look like the following:
1 function SmallClass() {}
2 SmallClass.prototype.name = "name"
3 SmallClass.prototype.print = function() { console.log(this.
name) }
Scala Classes
Scala has a very concise syntax, which puts the properties of a class in
parentheses. Also, types come after the name and a colon. For example:
1 sc = new SmallClass();
14
Chapter 3 The Basics
Comments
As a human, it is sometimes useful for you to leave notes in your source
code for other humans—and even for yourself, later. We call these notes
comments. You write comments thus:
Summary
In this chapter, you learned the basic concepts of programming:
• Compiling source files into binary files
• How objects are instances of classes
• Primitive types, references, and strings
• Fields, methods, and properties
• Variable assignment
• How source code comments work
15
Another Random Document on
Scribd Without Any Related Topics
The interior of the optical box at the Polytechnic—looking towards the
screen. The assistants are supposed to be showing the dissolving views.
CHAPTER XXI.
LIGHT, OPTICS, AND OPTICAL INSTRUMENTS.
Fig. 246.
"The moon shines bright:—In such a night as this."—The Merchant of Venice.
Fig. 247.
Instrument for the combustion of steel.
The stand has a disc of soft iron fixed upon an axis, which revolves on
two anti-friction wheels of brass. The disc, by means of a belt worked
over a wheel immediately below it, is made to perform 5000
revolutions per minute. If the hardest file is pressed against the edge
of the revolving disc, the velocity of the latter produces sufficient heat
by the great friction to melt that portion of the file which is brought in
contact with it, whilst some particles of the file are torn away with
violence, and being projected into the air, burn with that beautiful
effect so peculiar to steel. If the experiment is performed in a darkened
room, the periphery of the revolving disc will be observed to have
attained a luminous red heat. Thirty years ago every house was
provided with a "tinder-box" and matches to "strike a light." Since the
advent of prometheans and lucifers, the flint and steel, the tinder, and
the matches dipped in sulphur, have all disappeared, and now the box
might be deposited in any antiquarian museum under the portrait of
Guy Fawkes, and labelled, "an instrument for procuring a light,
extensively used in the early part of the nineteenth century." (Fig. 248.)
Fig. 248.
c. The steel. b. The flint. e. The tinder. d. The matches of the old-
fashioned tinder-box, a.
Fig. 249.
A candle flame. 1. Outer flame. 2. Inner flame, which is badly supplied
with oxygen, and where the carbon is deposited and ignited. 3. The
interior, containing unburnt gas.
Fig. 250.
a.The finger glass. b. The violin bow. c. The ebony ball. The dotted ball
shows how it is repelled during the vibration of the glass.
Here the vibrations are first set up in the glass, and being
communicated to the surrounding air, a sound is produced; if the same
experiment could be performed in a vacuum, the glass might be
vibrated, but not being surrounded with air, no sound would be
produced. This fact is proved by first ringing a bell with proper
mechanism fixed under the receiver placed on the air-pump plate; the
sound of the bell is audible until the pump is put in motion and the
receiver gradually exhausted, when the ringing noise becomes fainter
and fainter, until it is perfectly inaudible. This experiment is made more
instructive by gradually admitting the air again into the exhausted
vessel, and at the same time ringing the bell, when the sound becomes
gradually louder, until it attains its full power. The sun and other
luminous bodies may be compared to the finger glass, and are
supposed to be endowed naturally with a vibratory motion (a sort of
perpetual ague), only instead of the air being set in motion, the ether
is supposed to be thrown into waves, which travel through space, and
convey the impression of light from the luminous object. Another
familiar example of an undulatory medium is shown by throwing a
stone into a pool of water; the former immediately forces down and
displaces a certain number of the particles of the latter, consequently
the surrounding molecules of water are heaped up above their level; by
the force of gravitation they again descend and throw up another
wave, this in subsiding raises another, until the force of the original and
loftier wave dies away at the edge of the pool into the faintest ripples.
It must however be understood that it is not the particles of water first
set in motion that travel and spread out in concentric circles; but the
force is propagated by the rising and falling of each separate particle of
water as it is disturbed by the momentum of the descending wave
before it. When standing at a pier-head, or on a rock against which the
sea dashes, it is usual to hear the observer cry out, if the weather is
stormy and the waves very high, "Oh! here comes a great wave!" as if
the water travelled bodily from the spot where it was first noticed,
whereas it is simply the force that travels, and is exerted finally on the
water nearest the rock. It is in fact a progressive action, just as the
wind sweeps over a wide field of corn, and bends down the ears one
after the other, giving them for the time the appearance of waves. The
principle of successive action is well shown by placing a number of
billiard balls in a row, and touching each other; if the first is struck the
motion is communicated through the rest, which remain immovable,
whilst the last only flies out of its place. The force travels through all
the balls, which simply act as carriers, their motion is limited, and the
last only changes its position. Progressive movement is also well
displayed by arranging six or eight magnetized needles on points in a
row, with all their north poles in one direction. (Fig. 252.)
Fig. 251.
Boy throwing stones into water and producing circular waves.
Fig. 252.
a b.Series of needles arranged as described. c. The bar magnet, with the
north pole n towards the needles. The dotted lines show the direction
gradually assumed by all the needles, commencing at d.
Fig. 255.
a.The lamp. b. The candle. c. The rod throwing the two shadows,
marked d and e, on a white wall or a sheet of paper.
There are other and more refined means of working out the same fact,
but for a rough approximation to the truth, the plan already described
will answer very fairly.
A most amusing effect can be produced on the principle that every
light casts its own shadow, called the "dance of death," or the "dance
of the witches;" either of these agreeable subjects are drawn, and the
outlines cut out of a sheet of cardboard. If a wet sheet is stretched or
hung on one side of a pair of folding doors partly open, and between
which the cardboard is tacked up, and the space left at the top and
bottom closed with a dark cloth, directly the room before the sheet is
darkened and a lighted candle held behind the figure cut out in the
cardboard, one shadow or image is thrown upon the sheet, and these
shadows may be increased according to the number of candles used,
and if they are held by two or three persons, and moved up and down,
or sideways, the shadows follow the direction of the candles, and
present the appearance of a dance. (Fig. 256.)
Fig. 256.
"Before the curtain."
Fig. 257.
"Behind the curtain."
First. The incident and reflected rays always lie in the same plane.
Second. The angle of incidence is equal to the angle of reflection.
With a single jointed two-foot rule, both of these laws are easily
illustrated. The rule may be held in the hand, and one end being
marked with a piece of white paper may be called the incident ray, i.e.,
the ray that falls upon the surface; and the other is the reflected ray,
the one cast off or thrown back. A perpendicular is raised by holding a
stick upright at the joint. (Fig. 260.)
Fig. 260.
a d. A two foot rule; the end a may be termed the incident ray, and the
end d the reflected ray. s. The stick held perpendicularly. The angle a b c
is equal to the angle d e f, and the whole may be moved in any direction
or plane, either horizontal or perpendicular, g g. The reflecting surface.
Fig. 261.
Cardboard design in frame, cut and bent back. The lighted candle is
behind.
The leaf at the side of the above picture is intended to give an idea of
the mode of cutting out the designs, and in this case the leaf would be
cut and bent back, and a small attachment slip of cardboard left to
prevent it falling out.
The cardboard design is always bent toward the light, which is placed
behind it. As a good illustration of the importance of reflected light and
its connexion with luminous bodies, a beam of light from the oxy-
hydrogen lantern may be allowed to pass above the surface of a table,
when it will be noticed that the latter is lighted up only when the beam
is reflected downward by a sheet of white paper.
By reference to the two laws of reflection already explained, it is easy
to trace out on paper, with the help of compasses and rule, the effect
of plane, concave, and convex surfaces on parallel, diverging, or
converging rays of light, and it may perhaps assist the memory if it is
remembered that a plane surface means one that is flat on both sides,
such as a looking-glass: a convex surface is represented by the outside
of a watch-glass; a concave surface, by the inside of a watch-glass;
parallel rays are like the straight lines in a copy-book; diverging and
converging rays, are like the sticks of a fan spread out as the sticks
separate or diverge; the sticks of the fan come together, or converge at
the handle.
The reflection of rays from a plane surface may be better understood
by reference to the annexed diagram. (Fig. 262.)
Fig. 262.
a i, a k. Two diverging rays incident on the plane surface, d. a d is
perpendicular, and is reflected back in the same direction. a i is
divergent, and is thrown off at i l. The incident and reflected rays
forming equal angles, as proved by the perpendicular, h. Any image
reflected in a plane mirror appears as far behind it as the object is
before it, and the dotted lines meeting at g show the apparent position
of the reflected image behind the glass, as seen at g. The same fact is
also shown in the second diagram, where the reflected picture, i m,
appears at the same distance behind the surface of the mirror as the
object, a b, is before it.
Fig. 263.
a a a a. The apertures through which the spectator first looks. b. The
piece of wood, four inches thick. c, d, e, f, are four pieces of looking-
glass, so placed that rays of light entering at one end of the tube are
reflected round to the other where the eye of the observer is placed.
Fig. 264.
A picture of enemy's battery is supposed to be on the mirror, a, whence
it is reflected to b, and from that to the artilleryman at c.
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