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01 Introduction

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0% found this document useful (0 votes)
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01 Introduction

Uploaded by

zafsr974
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPT, PDF, TXT or read online on Scribd
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CHAPTER 1

INTRODUCTIO
N

Slides by Donald W. Smith Final Draft


Copyright © 2013 by John Wiley & Sons. All rights reserved. TechNeTrain.com Oct. 15, 2011
Chapter Goals
 To learn about computers and programming
 To compile and run your first Java program
 To recognize compile-time and run-time
errors
 To describe an algorithm with pseudocode
In this chapter, you will learn how to write
and run your first Java program. You will
also learn how to diagnose and fix
programming errors, and how to use
pseudocode to describe an algorithm.

Copyright © 2013 by John Wiley & Sons. All rights reserved. Page 2
Contents
 Computer Programs
 The Java Programming Language
 Becoming Familiar with your Programming
Environment
 Analyzing Your First Program
 Errors
 Problem Solving:
 Algorithm Design

Copyright © 2013 by John Wiley & Sons. All rights reserved. Page 3
1.1 Computer Programs
 A Computer Program is a sequence of
instructions and decisions
 Computers execute very basic instructions
in rapid succession
 Programming is the act of designing and
implementing computer programs

Copyright © 2013 by John Wiley & Sons. All rights reserved. Page 4
1.2 The Anatomy of a Computer
 The central processing unit (CPU)
performs program control and data
processing
 Storage devices include memory
(RAM) and secondary storage
 Hard disk
 Flash drives
 CD/DVD drives
 Input/Output devices allow the user to
interact with the computer
 Mouse, keyboard, printer, screen…

Copyright © 2013 by John Wiley & Sons. All rights reserved. Page 5
1.3 The Java Language
 In 1991, James Gosling of Sun
Microsystems designed what
would become the Java
programming language
 Java was originally designed for
programming consumer devices,
but it was first successfully used
to write Internet applets
 An applet is typically embedded
inside a web page and runs in the
context of a browser

Copyright © 2013 by John Wiley & Sons. All rights reserved. Page 6
Java Virtual Machines
 Source code

 Portable ‘byte code’


 The compiler generates
byte code in a ‘class’ file
which can be run on any
Java Virtual Machine
 Oracle Tutorials

Copyright © 2013 by John Wiley & Sons. All rights reserved. Page 7
The Java API
 The Java Platform consists of two parts:
1) Java Virtual Machine
2) Java API
-- also called libraries
 The Application Programming Interface
(API) is a huge collection of handy software
packages that programmers can use:
 Graphics, user interface, networking, sound,
database, math, and many more

Copyright © 2013 by John Wiley & Sons. All rights reserved. Page 8
The Java SDK
 You need to install the Java SDK (Software
Development Kit) to create Java programs
 Your instructor will suggest one to start with
 Google ‘Java SDK download,’ Get SE version
 Location after installed on Windows will be:
• C:\Program Files\Java\jdk1.7.x
• The last few numbers may vary with releases
 The SDK includes programs such as:
 java.exe (Executes Java applications)
 javac.exe (Java compiler)
 javadoc.exe (Javadoc generator)
Copyright © 2013 by John Wiley & Sons. All rights reserved. Page 9
1.4 Programming Environment
 There are many free programming tools available for Java
 Your instructor will suggest one to start with
 Components of an Integrated Development Environment (IDE):
 Source code editor helps programming by:
• Listing line numbers of code
• Color lines of code (comments, text…)
• Auto-indent source code
 Output window
 Debugger

Copyright © 2013 by John Wiley & Sons. All rights reserved. Page 10
An Example IDE

Editor

Output

 Many IDEs are designed specifically for Java programming

Copyright © 2013 by John Wiley & Sons. All rights reserved. Page 11
Your First Program
 Traditional ‘Hello World’ program in Java

 We will examine this program in the next section


 Typing it into your IDE would be good practice!
 Be careful of spelling
 JaVa iS CaSe SeNsItiVe
 Java uses special characters, e.g. { } ( ) ;

Copyright © 2013 by John Wiley & Sons. All rights reserved. Page 12
Text Editor Programming
 You can also use a simple text editor such as Notepad to write your source code
 Once saved as HelloPrinter.java, you can use a console window to:
1) Compile the program
2) Run the program

Compile

Output Execute

Copyright © 2013 by John Wiley & Sons. All rights reserved. Page 13
Source Code to Running Program

 The compiler generates the .class file which


contains instructions for the Java Virtual machine
 Class files contain ‘byte code’ that you cannot edit
 D:\temp\hello>Type HelloPrinter.class
 ╩■║╛ 2 ↔ ♠ ☼ ► ↕ ‼ ¶ § ▬☺ ♠<init>☺ ♥()V☺ ♦Code☺
☼LineNumberTable☺ ♦main▬([Ljava/lang/String;)V☺
 Hello, World! elloPrinter.java♀ ↨♀ ↑ ↓☺

Copyright © 2013 by John Wiley & Sons. All rights reserved. Page 14
Organize your work
 Your ‘source code’ is stored
in .java files
 Create one folder per program
 Can be many .java files
 Be sure you know where your
IDE stores your files!
 Backup your work!

Backup your work to a Flash Drive, external


hard drive, or network drive that is backed up
nightly.

Copyright © 2013 by John Wiley & Sons. All rights reserved. Page 15
1.5 Analyzing your First Program

1: Declares a ‘class’ HelloPrinter


-- Every Java program has one or more classes.
3: Declares a method called ‘main’
-- Every Java application has exactly one ‘ main’ method
-- Entry point where the program starts
5: Method System.out.println outputs ‘Hello, World!’
-- A statement must end with a semicolon (;)

Copyright © 2013 by John Wiley & Sons. All rights reserved. Page 16
Syntax 1.1: The Java Program
 Every application has the same basic layout
 Add your ‘code’ inside the main method

Copyright © 2013 by John Wiley & Sons. All rights reserved. Page 17
Calling Java Library methods

 Line 5 shows how to ‘call’ a ‘method’ from the Java API:


System.out.println
 Code that somebody else wrote for you!
 Notice the dots (periods)
 Parenthesis surround the arguments that you ‘pass’ to a method
 We are passing a String “Hello World”
• Note the double quotes which denote a String inside
 You can also print numerical values
• System.out.println(3 + 4);

Copyright © 2013 by John Wiley & Sons. All rights reserved. Page 18
Getting to know println
 The println method prints a string or a number and then
starts a new line.

System.out.println("Hello" Hello
); World!
System.out.println("Worl
println has a ‘cousin’ method named
 d!”);

print that does not print a new line.


System.out.print("00"); 007
00
System.out.println(3+4);
A method is called by specifying
the method and its agruments

Copyright © 2013 by John Wiley & Sons. All rights reserved. Page 19
1.6 Errors
 The Two Categories of Errors:
1) Compile-time Errors
• Syntax Errors
– Spelling, Capitalization, punctuation
– Ordering of statements, matching of braces/parenthesis…
• No .class file is generated by the compiler
• Correct first error listed, then compile again
2) Run-time Errors
• Logic Errors
• Program runs, but produces unintended results
• Program may ‘crash’
Copyright © 2013 by John Wiley & Sons. All rights reserved. Page 20
Syntax Errors

 What happens if you


 Misspell a word: System.ou.println
 Don’t Capitalize a word system.out.println
 Leave out a word void
 Forget a Semicolon after ("Hello, World!")
 Don’t match a curly brace? Remove line 6
 Try it to see what error messages are generated

Copyright © 2013 by John Wiley & Sons. All rights reserved. Page 21
Logic Errors

 What happens if you


 Divide by Zero
System.out.println(1/0);
 Mis-spell output ("Hello, Word!")
 Forget to output Remove line 5
 Programs will compile and run
 The output may not be as expected
Copyright © 2013 by John Wiley & Sons. All rights reserved. Page 22
1.7 Problem Solving: Algorithm Design
 Algorithms are simply plans
 Detailed plans that describe the steps to solve
a specific problem
 You already know quite a few
 Calculate the area of a circle
 Find the length of the hypotenuse of a triangle
 Some problems are more complex and
require more steps
 Calculate PI to 100 decimal places
 Calculate the trajectory of a missile
Copyright © 2013 by John Wiley & Sons. All rights reserved. Page 23
Algorithm Defined
 An algorithm describes a
sequence of steps that is:
 Unambiguous
• Do not require ‘assumptions’
• Uses precise instructions
 Executable
• Can be carried out in practice
 Terminating
• Will eventually come to an end

Copyright © 2013 by John Wiley & Sons. All rights reserved. Page 24
Copyright © 2013 by John Wiley & Sons. All rights reserved. Page 25

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