4. Introduction to java
Java is a object oriented programming language
which developed by James Gosling at Sun
Microsystems (which is now a subsidiary of Oracle
Corporation) and released in 1995 .
It is platform independent which can call as portable
Using java we can create interactive web pages or
program to PC or mobile
So Lets get started…………………………………
5. Introduction to java
Over 3.5 people learn java and using it day by day in
places like NASA , IBM and so.
Java was originally created for run simple web
applications.
6. What we can do??
Web servers
Relational databases
Orbiting telescopes
PDA
Cellular phones
Blue-ray disks
7. History of java
James Gosling, Mike Sheridan, and Patrick Naught on
initiated the Java language project in June 1991.Java
was originally designed for interactive television, but
it was too advanced for the digital cable television
industry at the time. The language was initially called
Oak after an oak tree that stood outside Gosling's
office; it went by the name Green later, and was later
renamed Java, from a list of random words. Gosling
aimed to implement a virtual machine and a language
that had a familiar C/C++ style of notation
8. Java programs
Java applications
Java application is a program that run from command line
interface
Java Applets
Java applets are programs that run on web pages. It also
compile on cmd but to run you must have web browser
Java servlet
This is a special program that runs on web browser(for on line
soft ware)
9. Advantages of java
Simple
Java program left many of the unnecessary features of
high level language
Object oriented
Java programs use OOP concepts to create programs
Portable
Java program can run in any flat form (Windows, Linux,
mac OS X etc…) as long as it install Java runtime(JVM)
10. Advantages of java
Multithreaded
Java program can perform several tasks @ same time
which most of programming languages can’t;
Secure
High performance
Distributed
Dynamic
12. OOP
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.
What is a class?
Class is a collection of a objects with common
properties.
13. 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.
14. 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<attributes> (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.
15. 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.
16. 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:
18. Interface
Interface makes the relationship between classes and
functionality to those classes implement easier to
understand and to design
A interface is a collection of methods that indicate a
class has some behavior in addition to what in inherits
from supper class;
19. Packages
Packages are use to grouping related classes and
interfaces
Java has many packages than make our work lot
easier
By default you have access to “java.lang” package;
For take advantages of other packages you must
import them
20. Setup your computer
Download java SE JDK
http://www.oracle.com/technetwork/java/javase/downloads/index.ht
ml
Install it
Set Path
All set & ready to write a program
23. Variable
A variable is a place where information can be stored
while a program is running.
Kinds of variable
Instance variable
Local variable
Naming variable
Name of variable must start with letter, “_”, “$”
Can’t start with number
Can’t use keyword to defining a variable
24. Keywords
abstract continue for new switch
assert default goto package synchronized
boolean do if private this
break double implements protected throw
byte else import public throws
case enum instanceof return transient
catch extends int short try
char final interface static void
class finally long strictfp volatile
const float native super while
26. Data types
Data Type Default Value (for fields)
byte 0
short 0
int 0
long 0L
float 0.0f
double 0.0d
char 'u0000'
String (or any object) null
boolean false
27. Examples
public class varEx1{
Public static void main(String args[]){
int a,b;
String c;
a=10;
b=15;
c=“IDM-Horana”
System.out.println(a);
System.out.println(b);
System.out.println(c);
}
}
29. Array example
public class arrayEx1 {
public static void main (String args[]){
//Defining an array
String[] array1;
array1 = new String[5];
//add data to array
array1[0]="Aaliyah";
array1[1]="Sera";
array1[2]="Emma";
array1[3]="Ely";
array1[4]="Wendy";
System.out.println(array1[0]);
System.out.println(array1[1]);
System.out.println(array1[2]);
System.out.println(array1[3]);
System.out.println(array1[4]);
}
}
32. Arithmetic Operators Example
class ArithmeticEx1 {
public static void main (String[] args){
int result = 1 + 2; // result is now 3
System.out.println(result);
result = result - 1; // result is now 2
System.out.println(result);
result = result * 2; // result is now 4
System.out.println(result);
result = result / 2; // result is now 2
System.out.println(result);
result = result + 8;
System.out.println(result); // result is now 10
result = result % 7;
System.out.println(result); // result is now 3
}}
33. Unary Operators
+ Unary plus operator; indicates positive value
(numbers are positive without this, however)
- Unary minus operator; negates an expression
++ Increment operator; increments a value by 1
-- Decrement operator; decrements a value by 1
! Logical complement operator; inverts the value of a
boolean
34. Unary Operators Example
class UnaryEx1 {
public static void main(String[] args){
int result = +1; // result is now 1
System.out.println(result);
result--; result is now 0
System.out.println(result);
result++; // result is now 1
System.out.println(result);
result = -result; // result is now -1
System.out.println(result);
boolean success = false;
System.out.println(success); // false
System.out.println(!success); // true } }
35. Comparison Operators
== equal to
!= not equal to
> greater than
>= greater than or equal to
< less than
<= less than or equal to
39. If else Example
import java.util.*;
class ifElseEx1{
public static void main(String args[]){
int x;
Scanner input=new Scanner(System.in);
System.out.print("Enter number for X:-");
x=input.nextInt();
if(x<=10){
System.out.println("X is less than 10");
}else{
System.out.println("X is Grater than 10");
}
}
}
40. import java.util.*;
More If else
class ifElseEx2 {
public static void main(String args[]){
//declaring variables
int m1,m2,m3,tot;
double avg;
//inputs
Scanner mark = new Scanner(System.in);
System.out.print("Enert maek 1:-");
m1=mark.nextInt();
System.out.print("Enert maek 2:-");
m2=mark.nextInt();
System.out.print("Enert maek 3:-");
m3=mark.nextInt();
//calculations
tot = m1+m2+m3;
avg = tot/3;
System.out.println("Total mark is:-"+tot);
System.out.println("Average mark is:-"+avg);
//Selecton
if(tot>=210){
System.out.println("You are Selected");
}else{
System.out.println("Try again");
}
}
}
41. Switch
import java.util.*;
class switchEx1 {
public static void main(String args[]){
int x;
Scanner num=new Scanner(System.in);
System.out.print("Enter root number:-");
x=num.nextInt();
switch(x){
case 281:System.out.println("Thalgahawila-Horana");
break;
case 282:System.out.println("Padukka-Horana");
break;
case 315:System.out.println("Meepe-Horana");
break;
case 120:System.out.println("Colombo-Horana");
break;
case 450:System.out.println("Panadura-Horana");
break;
default:System.out.println("Enter valid root no");
}
}
}
43. While Example
public class flowWhile {
public static void main(String []args){
int a = 0;
while(a<=10){
System.out.println(a+"> AuD");
a++;
}
System.out.println("Done");
}
}
45. Do while Example
public class flowDoWhile {
public static void main (String[] args){
int x=0;
do{
System.out.println(x+"> AuD");
x++;
}
while(x<=10);
}
}
47. For Example
public class flowFor {
public static void main(String args[]){
for(int a=0;a<=10;a++){
System.out.println(a+"> Aud");
}
System.out.println("Done........");
}
}