Java Assignment2
Digital Resources for Students
Your new textbook provides 12-month access to digital resources that may include VideoNotes (step-by-step video tutorials on programming concepts), source code, web chapters, quizzes, and more. Refer to the preface in the textbook for a detailed list of resources.
Follow the instructions below to register for the Companion Website for Daniel Liang’s Introduction to Java™ Programming and Data Structures, Comprehensive Version, Eleventh Edition, Global Edition.
1. Go to www.pearsonglobaleditions.com/liang 2. Enter the title of your textbook or browse by author name. 3. Click Companion Website. 4. Click Register and follow the on-screen instructions to create a login name and password.
Use a coin to scratch off the coating and reveal your access code. Do not use a sharp knife or other sharp object as it may damage the code.
Use the login name and password you created during registration to start using the digital resources that accompany your textbook.
IMPORTANT: This prepaid subscription does not include access to MyProgrammingLab, which is available at www.myprogramminglab.com for purchase.
This access code can only be used once. This subscription is valid for 12 months upon activation and is not transferable. If the access code has already been revealed it may no longer be valid.
For technical support go to https://support.pearson.com/getsupport
Liang_11_1292221879_ifc_Final.indd 1 17/11/17 9:19 PM
Digital Resources for Students
Your new textbook provides 12-month access to digital resources that may include VideoNotes (step-by-step video tutorials on programming concepts), source code, web chapters, quizzes, and more. Refer to the preface in the textbook for a detailed list of resources.
Follow the instructions below to register for the Companion Website for Daniel Liang’s Introduction to Java™ Programming and Data Structures, Comprehensive Version, Eleventh Edition, Global Edition.
1. Go to www.pearsonglobaleditions.com/liang 2. Enter the title of your textbook or browse by author name. 3. Click Companion Website. 4. Click Register and follow the on-screen instructions to create a login name and password.
Use a coin to scratch off the coating and reveal your access code. Do not use a sharp knife or other sharp object as it may damage the code.
Use the login name and password you created during registration to start using the digital resources that accompany your textbook.
IMPORTANT: This prepaid subscription does not include access to MyProgrammingLab, which is available at www.myprogramminglab.com for purchase.
This access code can only be used once. This subscription is valid for 12 months upon activation and is not transferable. If the access code has already been revealed it may no longer be valid.
For technical support go to https://support.pearson.com/getsupport
Liang_11_1292221879_ifc_Final.indd 1 17/11/17 9:19 PM Digital_Resources_for_Students.indd 1 1/17/18 8:14 PM
IntroductIon to
Java ProgrammIng and
data StructureS comPrehenSIve verSIon
Eleventh Edition
Global Edition
Y. daniel Liang Armstrong State University
™
330 Hudson Street, NY NY 10013
A01_LIAN1878_11_GE_FM.indd 1 1/2/18 11:57 PM
To Samantha, Michael, and Michelle
Java™ and Netbeans™ screenshots ©2017 by Oracle Corporation, all rights reserved. Reprinted with permission. Credits and acknowledgments borrowed from other sources and reproduced, with permission, in this textbook appear on the appropriate page within text. Microsoft and/or its respective suppliers make no representations about the suit- ability of the information contained in the documents and related graphics published as part of the services for any purpose. All such documents and related graphics are provided “as is” without warranty of any kind. Microsoft and/ or its respective suppliers hereby disclaim all warranties and conditions with regard to this information, including all warranties and conditions of merchantability, whether express, implied or statutory, fitness for a particular purpose, title and non-infringement. In no event shall Microsoft and/or its respective suppliers be liable for any special, indi- rect or consequential damages or any damages whatsoever resulting from loss of use, data or profits, whether in an action of contract, negligence or other tortious action, arising out of or in connection with the use or performance of information available from the services. The documents and related graphics contained herein could include techni- cal inaccuracies or typographical errors. Changes are periodically added to the information herein. Microsoft and/or its respective suppliers may make improvements and/or changes in the product(s) and/or the program(s) described herein at any time. Partial screen shots may be viewed in full within the software version specified.
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The rights of Y. Daniel Liang to be identified as the author of this work have been asserted by him in accordance with the Copyright, Designs and Patents Act 1988.
Authorized adaptation from the United States edition, entitled Introduction to Java Programming and Data Structures, Comprehensive Version, 11th Edition, ISBN 978-0-13-467094-2 by Y. Daniel Liang, published by Pearson Education © 2018.
All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without either the prior written permission of the publisher or a license permitting restricted copying in the United Kingdom issued by the Copyright Licensing Agency Ltd, Saffron House, 6–10 Kirby Street, London EC1N 8TS.
All trademarks used herein are the property of their respective owners. The use of any trademark in this text does not vest in the author or publisher any trademark ownership rights in such trademarks, nor does the use of such trademarks imply any affiliation with or endorsement of this book by such owners.
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3
Dear Reader,
Many of you have provided feedback on earlier editions of this book, and your comments and suggestions have greatly improved the book. This edition has been substantially enhanced in presentation, organization, examples, exercises, and supplements.
The book is fundamentals first by introducing basic programming concepts and techniques before designing custom classes. The fundamental concepts and techniques of selection statements, loops, methods, and arrays are the foundation for programming. Building this strong foundation prepares students to learn object-oriented programming and advanced Java programming.
This book teaches programming in a problem-driven way that focuses on problem solv- ing rather than syntax. We make introductory programming interesting by using thought- provoking problems in a broad context. The central thread of early chapters is on problem solving. Appropriate syntax and library are introduced to enable readers to write programs for solving the problems. To support the teaching of programming in a problem-driven way, the book provides a wide variety of problems at various levels of difficulty to motivate students. To appeal to students in all majors, the problems cover many application areas, including math, science, business, financial, gaming, animation, and multimedia.
The book seamlessly integrates programming, data structures, and algorithms into one text. It employs a practical approach to teach data structures. We first introduce how to use various data structures to develop efficient algorithms, and then show how to implement these data structures. Through implementation, students gain a deep understanding on the efficiency of data structures and on how and when to use certain data structures. Finally, we design and implement custom data structures for trees and graphs.
The book is widely used in the introductory programming, data structures, and algorithms courses in the universities around the world. This comprehensive version covers fundamen- tals of programming, object-oriented programming, GUI programming, data structures, algo- rithms, concurrency, networking, database, and Web programming. It is designed to prepare students to become proficient Java programmers. A brief version (Introduction to Java Pro- gramming, Brief Version, Eleventh Edition, Global Edition) is available for a first course on programming, commonly known as CS1. The brief version contains the first 18 chapters of the comprehensive version.
The best way to teach programming is by example, and the only way to learn programming is by doing. Basic concepts are explained by example and a large number of exercises with various levels of difficulty are provided for students to practice. For our programming courses, we assign programming exercises after each lecture.
Our goal is to produce a text that teaches problem solving and programming in a broad context using a wide variety of interesting examples. If you have any comments on and suggestions for improving the book, please email me.
Sincerely,
Y. Daniel Liang y.daniel.liang@gmail.com www.pearsonglobaleditions.com/Liang
fundamentals-first
problem-driven
data structures
comprehensive version
brief version
Preface
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4 Preface
ACM/IEEE Curricular 2013 and ABET Course Assessment The new ACM/IEEE Computer Science Curricular 2013 defines the Body of Knowledge organized into 18 Knowledge Areas. To help instructors design the courses based on this book, we provide sample syllabi to identify the Knowledge Areas and Knowledge Units. The sample syllabi are for a three semester course sequence and serve as an example for institutional customization. The sample syllabi are accessible from the Instructor Resource Center.
Many of our users are from the ABET-accredited programs. A key component of the ABET accreditation is to identify the weakness through continuous course assessment against the course outcomes. We provide sample course outcomes for the courses and sam- ple exams for measuring course outcomes on the Instructor Resource Center.
What’s New in This Edition? This edition is completely revised in every detail to enhance clarity, presentation, content, examples, and exercises. The major improvements are as follows:
■■ The book’s title is changed to Introduction to Java Programming and Data Structures with new enhancements on data structures. The book uses a practical approach to introduce design, implement, and use data structures and covers all topics in a typical data structures course. Additionally, it provides bonus chapters that cover advanced data structures such as 2-4 trees, B-trees, and red-black trees.
■■ Updated to the latest Java technology. Examples and exercises are improved and simplified by using the new features in Java 8.
■■ The default and static methods are introduced for interfaces in Chapter 13.
■■ The GUI chapters are updated to JavaFX 8. The examples are revised. The user interfaces in the examples and exercises are now resizable and displayed in the center of the window.
■■ Inner classes, anonymous inner classes, and lambda expressions are covered using practi- cal examples in Chapter 15.
■■ More examples and exercises in the data structures chapters use lambda expressions to simplify coding. Method references are introduced along with the Comparator interface in Section 20.6.
■■ The forEach method is introduced in Chapter 20 as a simple alternative to the foreach loop for applying an action to each element in a collection.
■■ Use the default methods for interfaces in Java 8 to redesign and simplify MyList, MyArrayList, MyLinkedList, Tree, BST, AVLTree, MyMap, MyHashMap, MySet, MyHashSet, Graph, UnweightedGraph, and WeightedGraph in Chapters 24–29.
■■ Chapter 30 is brand new to introduce aggregate operations for collection streams.
■■ FXML and the Scene Builder visual tool are introduced in Chapter 31.
■■ The Companion Website has been redesigned with new interactive quiz, CheckPoint ques- tions, animations, and live coding.
■■ More than 200 additional programming exercises with solutions are provided to the instructor on the Instructor Resource Center. These exercises are not printed in the text.
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Preface 5
Pedagogical Features The book uses the following elements to help students get the most from the material:
■■ The Objectives at the beginning of each chapter list what students should learn from the chapter. This will help them determine whether they have met the objectives after completing the chapter.
■■ The Introduction opens the discussion with a thought-provoking question to motivate the reader to delve into the chapter.
■■ Key Points highlight the important concepts covered in each section.
■■ Check Points provide review questions to help students track their progress as they read through the chapter and evaluate their learning.
■■ Problems and Case Studies, carefully chosen and presented in an easy-to-follow style, teach problem solving and programming concepts. The book uses many small, simple, and stimulating examples to demonstrate important ideas.
■■ The Chapter Summary reviews the important subjects that students should understand and remember. It helps them reinforce the key concepts they have learned in the chapter.
■■ Quizzes are accessible online, grouped by sections, for students to do self-test on programming concepts and techniques.
■■ Programming Exercises are grouped by sections to provide students with opportunities to apply the new skills they have learned on their own. The level of difficulty is rated as easy (no asterisk), moderate (*), hard (**), or challenging (***). The trick of learning program- ming is practice, practice, and practice. To that end, the book provides a great many exer- cises. Additionally, more than 200 programming exercises with solutions are provided to the instructors on the Instructor Resource Center. These exercises are not printed in the text.
■■ Notes, Tips, Cautions, and Design Guides are inserted throughout the text to offer valuable advice and insight on important aspects of program development.
Note Provides additional information on the subject and reinforces important concepts.
Tip Teaches good programming style and practice.
Caution Helps students steer away from the pitfalls of programming errors.
Design Guide Provides guidelines for designing programs.
Flexible Chapter Orderings The book is designed to provide flexible chapter orderings to enable GUI, exception handling, recursion, generics, and the Java Collections Framework to be covered earlier or later. The diagram on the next page shows the chapter dependencies.
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6 Preface
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Organization of the Book The chapters can be grouped into five parts that, taken together, form a comprehensive introduc- tion to Java programming, data structures and algorithms, and database and Web programming. Because knowledge is cumulative, the early chapters provide the conceptual basis for under- standing programming and guide students through simple examples and exercises; subsequent chapters progressively present Java programming in detail, culminating with the development of comprehensive Java applications. The appendixes contain a mixed bag of topics, including an introduction to number systems, bitwise operations, regular expressions, and enumerated types.
Part I: Fundamentals of Programming (Chapters 1–8)
The first part of the book is a stepping stone, preparing you to embark on the journey of learning Java. You will begin to learn about Java (Chapter 1) and fundamental programming techniques with primitive data types, variables, constants, assignments, expressions, and operators ( Chapter 2), selection statements (Chapter 3), mathematical functions, characters, and strings (Chapter 4), loops (Chapter 5), methods (Chapter 6), and arrays (Chapters 7–8). After Chapter 7, you can jump to Chapter 18 to learn how to write recursive methods for solving inherently recursive problems.
Part II: Object-Oriented Programming (Chapters 9–13, and 17)
This part introduces object-oriented programming. Java is an object-oriented programming language that uses abstraction, encapsulation, inheritance, and polymorphism to provide great flexibility, modularity, and reusability in developing software. You will learn program- ming with objects and classes (Chapters 9–10), class inheritance (Chapter 11), polymorphism ( Chapter 11), exception handling (Chapter 12), abstract classes (Chapter 13), and interfaces (Chapter 13). Text I/O is introduced in Chapter 12 and binary I/O is discussed in Chapter 17.
Part III: GUI Programming (Chapters 14–16 and Bonus Chapter 31)
JavaFX is a new framework for developing Java GUI programs. It is not only useful for developing GUI programs, but also an excellent pedagogical tool for learning object-oriented programming. This part introduces Java GUI programming using JavaFX in Chapters 14–16. Major topics include GUI basics (Chapter 14), container panes (Chapter 14), drawing shapes (Chapter 14), event-driven programming (Chapter 15), animations (Chapter 15), and GUI controls (Chapter 16), and playing audio and video (Chapter 16). You will learn the architecture of JavaFX GUI programming and use the controls, shapes, panes, image, and video to develop useful applications. Chapter 31 covers advanced features in JavaFX.
Part IV: Data Structures and Algorithms (Chapters 18–30 and Bonus Chapters 42–43)
This part covers the main subjects in a typical data structures and algorithms course. Chapter 18 introduces recursion to write methods for solving inherently recursive problems. Chapter 19 presents how generics can improve software reliability. Chapters 20 and 21 introduce the Java Collection Framework, which defines a set of useful API for data structures. Chapter 22 discusses measur- ing algorithm efficiency in order to choose an appropriate algorithm for applications. Chapter 23 describes classic sorting algorithms. You will learn how to implement several classic data struc- tures lists, queues, and priority queues in Chapter 24. Chapters 25 and 26 introduce binary search trees and AVL trees. Chapter 27 presents hashing and implementing maps and sets using hashing. Chapters 28 and 29 introduce graph applications. Chapter 30 introduces aggregate operations for collection streams. The 2-4 trees, B-trees, and red-black trees are covered in Bonus Chapters 42–43.
Part V: Advanced Java Programming (Chapters 32-41, 44)
This part of the book is devoted to advanced Java programming. Chapter 32 treats the use of multithreading to make programs more responsive and interactive and introduces parallel pro- gramming. Chapter 33 discusses how to write programs that talk with each other from different
Preface 7
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hosts over the Internet. Chapter 34 introduces the use of Java to develop database projects. Chapter 35 delves into advanced Java database programming. Chapter 36 covers the use of internationalization support to develop projects for international audiences. Chapters 37 and 38 introduce how to use Java servlets and JavaServer Pages to generate dynamic content from Web servers. Chapter 39 introduces modern Web application development using JavaServer Faces. Chapter 40 introduces remote method invocation and Chapter 41 discusses Web ser- vices. Chapter 44 introduces testing Java programs using JUnit.
Appendixes
This part of the book covers a mixed bag of topics. Appendix A lists Java keywords. Appendix B gives tables of ASCII characters and their associated codes in decimal and in hex. Appen- dix C shows the operator precedence. Appendix D summarizes Java modifiers and their usage. Appendix E discusses special floating-point values. Appendix F introduces number systems and conversions among binary, decimal, and hex numbers. Finally, Appendix G introduces bitwise operations. Appendix H introduces regular expressions. Appendix I covers enumerated types.
Java Development Tools You can use a text editor, such as the Windows Notepad or WordPad, to create Java programs and to compile and run the programs from the command window. You can also use a Java development tool, such as NetBeans or Eclipse. These tools support an integrated develop- ment environment (IDE) for developing Java programs quickly. Editing, compiling, building, executing, and debugging programs are integrated in one graphical user interface. Using these tools effectively can greatly increase your programming productivity. NetBeans and Eclipse are easy to use if you follow the tutorials. Tutorials on NetBeans and Eclipse can be found in the supplements on the Companion Website www.pearsonglobaleditions.com/Liang.
Student Resources The Companion Website (www.pearsonglobaleditions.com/Liang) contains the following resources:
■■ Answers to CheckPoint questions
■■ Solutions to majority of even-numbered programming exercises
■■ Source code for the examples in the book
■■ Interactive quiz (organized by sections for each chapter)
■■ Supplements
■■ Debugging tips
■■ Video notes
■■ Algorithm animations
Supplements The text covers the essential subjects. The supplements extend the text to introduce additional topics that might be of interest to readers. The supplements are available from the Companion Website.
IDE tutorials
8 Preface
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Instructor Resources The Companion Website, accessible from www.pearsonglobaleditions.com/Liang, contains the following resources:
■■ Microsoft PowerPoint slides with interactive buttons to view full-color, syntax-highlighted source code and to run programs without leaving the slides.
■■ Solutions to a majority of odd-numbered programming exercises.
■■ More than 200 additional programming exercises and 300 quizzes organized by chapters. These exercises and quizzes are available only to the instructors. Solutions to these exercises and quizzes are provided.
■■ Web-based quiz generator. (Instructors can choose chapters to generate quizzes from a large database of more than two thousand questions.)
■■ Sample exams. Most exams have four parts:
■■ Multiple-choice questions or short-answer questions
■■ Correct programming errors
■■ Trace programs
■■ Write programs
■■ Sample exams with ABET course assessment.
■■ Projects. In general, each project gives a description and asks students to analyze, design, and implement the project.
Some readers have requested the materials from the Instructor Resource Center. Please understand that these are for instructors only. Such requests will not be answered.
Online Practice and Assessment with MyProgrammingLab MyProgrammingLab helps students fully grasp the logic, semantics, and syntax of program- ming. Through practice exercises and immediate, personalized feedback, MyProgrammingLab improves the programming competence of beginning students who often struggle with the basic concepts and paradigms of popular high-level programming languages.
A self-study and homework tool, a MyProgrammingLab course consists of hundreds of small practice problems organized around the structure of this textbook. For students, the system auto- matically detects errors in the logic and syntax of their code submissions and offers targeted hints that enable students to figure out what went wrong—and why. For instructors, a comprehensive gradebook tracks correct and incorrect answers and stores the code inputted by students for review.
MyProgrammingLab is offered to users of this book in partnership with Turing’s Craft, the makers of the CodeLab interactive programming exercise system. For a full demonstration, to see feedback from instructors and students, or to get started using MyProgrammingLab in your course, visit www.myprogramminglab.com.
Video Notes We are excited about the new Video Notes feature that is found in this new edition. These videos provide additional help by presenting examples of key topics and showing how to solve problems completely from design through coding. Video Notes are available from www.pearsonglobaleditions.com/Liang.
VideoNote
Preface 9
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Algorithm Animations We have provided numerous animations for algorithms. These are valuable pedagogical tools to demonstrate how algorithms work. Algorithm animations can be accessed from the Com- panion Website.
Acknowledgments I would like to thank Armstrong State University for enabling me to teach what I write and for supporting me in writing what I teach. Teaching is the source of inspiration for continuing to improve the book. I am grateful to the instructors and students who have offered comments, suggestions, corrections, and praise. My special thanks go to Stefan Andrei of Lamar Univer- sity and William Bahn of University of Colorado Colorado Springs for their help to improve the data structures part of this book.
This book has been greatly enhanced thanks to outstanding reviews for this and previous edi- tions. The reviewers are: Elizabeth Adams (James Madison University), Syed Ahmed (North Georgia College and State University), Omar Aldawud (Illinois Institute of Technology), Ste- fan Andrei (Lamar University), Yang Ang (University of Wollongong, Australia), Kevin Bierre (Rochester Institute of Technology), Aaron Braskin (Mira Costa High School), David Champion (DeVry Institute), James Chegwidden (Tarrant County College), Anup Dargar (University of North Dakota), Daryl Detrick (Warren Hills Regional High School), Charles Dierbach (Towson Univer- sity), Frank Ducrest (University of Louisiana at Lafayette), Erica Eddy (University of Wisconsin at Parkside), Summer Ehresman (Center Grove High School), Deena Engel (New York University), Henry A. Etlinger (Rochester Institute of Technology), James Ten Eyck (Marist College), Myers Foreman (Lamar University), Olac Fuentes (University of Texas at El Paso), Edward F. Gehringer (North Carolina State University), Harold Grossman (Clemson University), Barbara Guillot (Loui- siana State University), Stuart Hansen (University of Wisconsin, Parkside), Dan Harvey (Southern Oregon University), Ron Hofman (Red River College, Canada), Stephen Hughes (Roanoke Col- lege), Vladan Jovanovic (Georgia Southern University), Deborah Kabura Kariuki (Stony Point High School), Edwin Kay (Lehigh University), Larry King (University of Texas at Dallas), Nana Kofi (Langara College, Canada), George Koutsogiannakis (Illinois Institute of Technology), Roger Kraft (Purdue University at Calumet), Norman Krumpe (Miami University), Hong Lin (DeVry Institute), Dan Lipsa (Armstrong State University), James Madison (Rensselaer Polytechnic Insti- tute), Frank Malinowski (Darton College), Tim Margush (University of Akron), Debbie Masada (Sun Microsystems), Blayne Mayfield (Oklahoma State University), John McGrath (J.P. McGrath Consulting), Hugh McGuire (Grand Valley State), Shyamal Mitra (University of Texas at Austin), Michel Mitri (James Madison University), Kenrick Mock (University of Alaska Anchorage), Frank Murgolo (California State University, Long Beach), Jun Ni (University of Iowa), Benjamin Nystuen (University of Colorado at Colorado Springs), Maureen Opkins (CA State University, Long Beach), Gavin Osborne (University of Saskatchewan), Kevin Parker (Idaho State University), Dale Par- son (Kutztown University), Mark Pendergast (Florida Gulf Coast University), Richard Povinelli (Marquette University), Roger Priebe (University of Texas at Austin), Mary Ann Pumphrey (De Anza Junior College), Pat Roth (Southern Polytechnic State University), Amr Sabry (Indiana Uni- versity), Ben Setzer (Kennesaw State University), Carolyn Schauble (Colorado State University), David Scuse (University of Manitoba), Ashraf Shirani (San Jose State University), Daniel Spiegel (Kutztown University), Joslyn A. Smith (Florida Atlantic University), Lixin Tao (Pace University), Ronald F. Taylor (Wright State University), Russ Tront (Simon Fraser University), Deborah Trytten (University of Oklahoma), Michael Verdicchio (Citadel), Kent Vidrine (George Washington Uni- versity), and Bahram Zartoshty (California State University at Northridge).
It is a great pleasure, honor, and privilege to work with Pearson. I would like to thank Tracy Johnson and her colleagues Marcia Horton, Demetrius Hall, Yvonne Vannatta, Kristy Alaura, Carole Snyder, Scott Disanno, Bob Engelhardt, Shylaja Gattupalli, and their colleagues for organizing, producing, and promoting this project.
As always, I am indebted to my wife, Samantha, for her love, support, and encouragement.
Animation
10 Preface
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Acknowledgments for the Global Edition Pearson would like to thank and acknowledge Yvan Maillot (Univresite Haute-Alsace) and Steven Yuwono (National University of Singapore) for contributing to this Global Edition, and Arif Ahmed (National Institute of Technology, Silchar), Annette Bieniusa (University of Kaiserslautern), Shaligram Prajapat (Devi Ahilya Vishwavidyalaya, Indore), and Ram Gopal Raj (University of Malaya) for reviewing this Global Edition.
Preface 11
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12
contentS chapter 1 Introduction to computers,
Programs, and Java™ 23 1.1 Introduction 24 1.2 What Is a Computer? 24 1.3 Programming Languages 29 1.4 Operating Systems 31 1.5 Java, the World Wide Web, and Beyond 32 1.6 The Java Language Specification, API, JDK,
JRE, and IDE 33 1.7 A Simple Java Program 34 1.8 Creating, Compiling, and Executing a Java Program 37 1.9 Programming Style and Documentation 40 1.10 Programming Errors 42 1.11 Developing Java Programs Using NetBeans 45 1.12 Developing Java Programs Using Eclipse 47
chapter 2 elementary Programming 55 2.1 Introduction 56 2.2 Writing a Simple Program 56 2.3 Reading Input from the Console 59 2.4 Identifiers 62 2.5 Variables 62 2.6 Assignment Statements and Assignment Expressions 64 2.7 Named Constants 65 2.8 Naming Conventions 66 2.9 Numeric Data Types and Operations 67 2.10 Numeric Literals 70 2.11 Evaluating Expressions and Operator Precedence 72 2.12 Case Study: Displaying the Current Time 74 2.13 Augmented Assignment Operators 76 2.14 Increment and Decrement Operators 77 2.15 Numeric Type Conversions 79 2.16 Software Development Process 81 2.17 Case Study: Counting Monetary Units 85 2.18 Common Errors and Pitfalls 87
chapter 3 Selections 97 3.1 Introduction 98 3.2 boolean Data Type 98 3.3 if Statements 100 3.4 Two-Way if-else Statements 102 3.5 Nested if and Multi-Way if-else Statements 103 3.6 Common Errors and Pitfalls 105 3.7 Generating Random Numbers 109 3.8 Case Study: Computing Body Mass Index 111 3.9 Case Study: Computing Taxes 112 3.10 Logical Operators 115 3.11 Case Study: Determining Leap Year 119 3.12 Case Study: Lottery 120 3.13 switch Statements 122
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3.14 Conditional Operators 125 3.15 Operator Precedence and Associativity 126 3.16 Debugging 128
chapter 4 mathematical functions, characters, and Strings 141
4.1 Introduction 142 4.2 Common Mathematical Functions 142 4.3 Character Data Type and Operations 147 4.4 The String Type 152 4.5 Case Studies 161 4.6 Formatting Console Output 167
chapter 5 Loops 181 5.1 Introduction 182 5.2 The while Loop 182 5.3 Case Study: Guessing Numbers 185 5.4 Loop Design Strategies 188 5.5 Controlling a Loop with User Confirmation or a Sentinel Value 190 5.6 The do-while Loop 192 5.7 The for Loop 195 5.8 Which Loop to Use? 198 5.9 Nested Loops 200 5.10 Minimizing Numeric Errors 202 5.11 Case Studies 204 5.12 Keywords break and continue 208 5.13 Case Study: Checking Palindromes 211 5.14 Case Study: Displaying Prime Numbers 213
chapter 6 methods 227 6.1 Introduction 228 6.2 Defining a Method 228 6.3 Calling a Method 230 6.4 void vs. Value-Returning Methods 233 6.5 Passing Parameters by Values 236 6.6 Modularizing Code 239 6.7 Case Study: Converting Hexadecimals to Decimals 241 6.8 Overloading Methods 243 6.9 The Scope of Variables 246 6.10 Case Study: Generating Random Characters 247 6.11 Method Abstraction and Stepwise Refinement 249
chapter 7 Single-dimensional arrays 269 7.1 Introduction 270 7.2 Array Basics 270 7.3 Case Study: Analyzing Numbers 277 7.4 Case Study: Deck of Cards 278 7.5 Copying Arrays 280 7.6 Passing Arrays to Methods 281 7.7 Returning an Array from a Method 284 7.8 Case Study: Counting the Occurrences of Each Letter 285 7.9 Variable-Length Argument Lists 288 7.10 Searching Arrays 289 7.11 Sorting Arrays 293
Contents 13
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7.12 The Arrays Class 294 7.13 Command-Line Arguments 296
chapter 8 multidimensional arrays 311 8.1 Introduction 312 8.2 Two-Dimensional Array Basics 312 8.3 Processing Two-Dimensional Arrays 315 8.4 Passing Two-Dimensional Arrays to Methods 317 8.5 Case Study: Grading a Multiple-Choice Test 318 8.6 Case Study: Finding the Closest Pair 320 8.7 Case Study: Sudoku 322 8.8 Multidimensional Arrays 325
chapter 9 objects and classes 345 9.1 Introduction 346 9.2 Defining Classes for Objects 346 9.3 Example: Defining Classes and Creating Objects 348 9.4 Constructing Objects Using Constructors 353 9.5 Accessing Objects via Reference Variables 354 9.6 Using Classes from the Java Library 358 9.7 Static Variables, Constants, and Methods 361 9.8 Visibility Modifiers 366 9.9 Data Field Encapsulation 368 9.10 Passing Objects to Methods 371 9.11 Array of Objects 375 9.12 Immutable Objects and Classes 377 9.13 The Scope of Variables 379 9.14 The this Reference 380
chapter 10 object-oriented thinking 389 10.1 Introduction 390 10.2 Class Abstraction and Encapsulation 390 10.3 Thinking in Objects 394 10.4 Class Relationships 397 10.5 Case Study: Designing the Course Class 400 10.6 Case Study: Designing a Class for Stacks 402 10.7 Processing Primitive Data Type Values as Objects 404 10.8 Automatic Conversion between Primitive Types
and Wrapper Class Types 407 10.9 The BigInteger and BigDecimal Classes 408 10.10 The String Class 410 10.11 The StringBuilder and StringBuffer Classes 416
chapter 11 Inheritance and Polymorphism 433
11.1 Introduction 434 11.2 Superclasses and Subclasses 434 11.3 Using the super Keyword 440 11.4 Overriding Methods 443 11.5 Overriding vs. Overloading 444 11.6 The Object Class and Its toString() Method 446 11.7 Polymorphism 447 11.8 Dynamic Binding 447 11.9 Casting Objects and the instanceof Operator 451 11.10 The Object’s equals Method 455
14 Contents
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15
11.11 The ArrayList Class 456 11.12 Useful Methods for Lists 462 11.13 Case Study: A Custom Stack Class 463 11.14 The protected Data and Methods 464 11.15 Preventing Extending and Overriding 467
chapter 12 exception handling and text I/o 475
12.1 Introduction 476 12.2 Exception-Handling Overview 476 12.3 Exception Types 481 12.4 More on Exception Handling 484 12.5 The finally Clause 492 12.6 When to Use Exceptions 493 12.7 Rethrowing Exceptions 494 12.8 Chained Exceptions 495 12.9 Defining Custom Exception Classes 496 12.10 The File Class 499 12.11 File Input and Output 502 12.12 Reading Data from the Web 508 12.13 Case Study: Web Crawler 510
chapter 13 abstract classes and Interfaces 521 13.1 Introduction 522 13.2 Abstract Classes 522 13.3 Case Study: the Abstract Number Class 527 13.4 Case Study: Calendar and GregorianCalendar 529 13.5 Interfaces 532 13.6 The Comparable Interface 535 13.7 The Cloneable Interface 540 13.8 Interfaces vs. Abstract Classes 545 13.9 Case Study: The Rational Class 548 13.10 Class-Design Guidelines 553
chapter 14 JavafX Basics 563 14.1 Introduction 564 14.2 JavaFX vs Swing and AWT 564 14.3 The Basic Structure of a JavaFX Program 564 14.4 Panes, Groups, UI Controls, and Shapes 567 14.5 Property Binding 570 14.6 Common Properties and Methods for Nodes 573 14.7 The Color Class 575 14.8 The Font Class 576 14.9 The Image and ImageView Classes 578 14.10 Layout Panes and Groups 580 14.11 Shapes 589 14.12 Case Study: The ClockPane Class 602
chapter 15 event-driven Programming and animations 615
15.1 Introduction 616 15.2 Events and Event Sources 618 15.3 Registering Handlers and Handling Events 619 15.4 Inner Classes 623 15.5 Anonymous Inner Class Handlers 624
Contents 15
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15.6 Simplifying Event Handling Using Lambda Expressions 627 15.7 Case Study: Loan Calculator 631 15.8 Mouse Events 633 15.9 Key Events 635 15.10 Listeners for Observable Objects 638 15.11 Animation 640 15.12 Case Study: Bouncing Ball 648 15.13 Case Study: US Map 652
chapter 16 JavafX uI controls and multimedia 665
16.1 Introduction 666 16.2 Labeled and Label 666 16.3 Button 668 16.4 CheckBox 670 16.5 RadioButton 673 16.6 TextField 676 16.7 TextArea 677 16.8 ComboBox 681 16.9 ListView 684 16.10 ScrollBar 687 16.11 Slider 690 16.12 Case Study: Developing a Tic-Tac-Toe Game 693 16.13 Video and Audio 698 16.14 Case Study: National Flags and Anthems 701
chapter 17 Binary I/o 713 17.1 Introduction 714 17.2 How Is Text I/O Handled in Java? 714 17.3 Text I/O vs. Binary I/O 715 17.4 Binary I/O Classes 716 17.5 Case Study: Copying Files 726 17.6 Object I/O 728 17.7 Random-Access Files 733
chapter 18 recursion 741 18.1 Introduction 742 18.2 Case Study: Computing Factorials 742 18.3 Case Study: Computing Fibonacci
Numbers 745 18.4 Problem Solving Using Recursion 748 18.5 Recursive Helper Methods 750 18.6 Case Study: Finding the Directory Size 753 18.7 Case Study: Tower of Hanoi 755 18.8 Case Study: Fractals 758 18.9 Recursion vs. Iteration 762 18.10 Tail Recursion 762
chapter 19 generics 773 19.1 Introduction 774 19.2 Motivations and Benefits 774 19.3 Defining Generic Classes and Interfaces 776 19.4 Generic Methods 778 19.5 Case Study: Sorting an Array of Objects 780
16 Contents
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19.6 Raw Types and Backward Compatibility 782 19.7 Wildcard Generic Types 783 19.8 Erasure and Restrictions on Generics 786 19.9 Case Study: Generic Matrix Class 788
chapter 20 Lists, Stacks, Queues, and Priority Queues 797
20.1 Introduction 798 20.2 Collections 798 20.3 Iterators 802 20.4 Using the forEach Method 803 20.5 Lists 804 20.6 The Comparator Interface 809 20.7 Static Methods for Lists and Collections 813 20.8 Case Study: Bouncing Balls 816 20.9 Vector and Stack Classes 820 20.10 Queues and Priority Queues 821 20.11 Case Study: Evaluating Expressions 825
chapter 21 Sets and maps 837 21.1 Introduction 838 21.2 Sets 838 21.3 Comparing the Performance of Sets and Lists 846 21.4 Case Study: Counting Keywords 849 21.5 Maps 850 21.6 Case Study: Occurrences of Words 855 21.7 Singleton and Unmodifiable Collections and Maps 857
chapter 22 developing efficient algorithms 861
22.1 Introduction 862 22.2 Measuring Algorithm Efficiency Using Big O Notation 862 22.3 Examples: Determining Big O 864 22.4 Analyzing Algorithm Time Complexity 868 22.5 Finding Fibonacci Numbers Using Dynamic
Programming 871 22.6 Finding Greatest Common Divisors Using Euclid’s
Algorithm 873 22.7 Efficient Algorithms for Finding Prime Numbers 877 22.8 Finding the Closest Pair of Points Using
Divide-and-Conquer 883 22.9 Solving the Eight Queens Problem Using Backtracking 886 22.10 Computational Geometry: Finding a Convex Hull 889
chapter 23 Sorting 903 23.1 Introduction 904 23.2 Insertion Sort 904 23.3 Bubble Sort 906 23.4 Merge Sort 909 23.5 Quick Sort 912 23.6 Heap Sort 916 23.7 Bucket and Radix Sorts 923 23.8 External Sort 925
Contents 17
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chapter 24 Implementing Lists, Stacks, Queues, and Priority Queues 939
24.1 Introduction 940 24.2 Common Operations for Lists 940 24.3 Array Lists 944 24.4 Linked Lists 951 24.5 Stacks and Queues 965 24.6 Priority Queues 969
chapter 25 Binary Search trees 975 25.1 Introduction 976 25.2 Binary Search Trees 976 25.3 Deleting Elements from a BST 989 25.4 Tree Visualization and MVC 995 25.5 Iterators 998 25.6 Case Study: Data Compression 1000
chapter 26 avL trees 1011 26.1 Introduction 1012 26.2 Rebalancing Trees 1012 26.3 Designing Classes for AVL Trees 1015 26.4 Overriding the insert Method 1016 26.5 Implementing Rotations 1017 26.6 Implementing the delete Method 1018 26.7 The AVLTree Class 1018 26.8 Testing the AVLTree Class 1024 26.9 AVL Tree Time Complexity Analysis 1027
chapter 27 hashing 1031 27.1 Introduction 1032 27.2 What Is Hashing? 1032 27.3 Hash Functions and Hash Codes 1033 27.4 Handling Collisions Using Open Addressing 1035 27.5 Handling Collisions Using Separate Chaining 1039 27.6 Load Factor and Rehashing 1039 27.7 Implementing a Map Using Hashing 1041 27.8 Implementing Set Using Hashing 1050
chapter 28 graphs and applications 1061 28.1 Introduction 1062 28.2 Basic Graph Terminologies 1063 28.3 Representing Graphs 1064 28.4 Modeling Graphs 1070 28.5 Graph Visualization 1080 28.6 Graph Traversals 1083 28.7 Depth-First Search (DFS) 1084 28.8 Case Study: The Connected Circles Problem 1088 28.9 Breadth-First Search (BFS) 1090 28.10 Case Study: The Nine Tails Problem 1093
18 Contents
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chapter 29 Weighted graphs and applications 1107
29.1 Introduction 1108 29.2 Representing Weighted Graphs 1109 29.3 The WeightedGraph Class 1111 29.4 Minimum Spanning Trees 1119 29.5 Finding Shortest Paths 1125 29.6 Case Study: The Weighted Nine Tails Problem 1134
chapter 30 aggregate operations for collection Streams 1145
30.1 Introduction 1146 30.2 Stream Pipelines 1146 30.3 IntStream, LongStream, and DoubleStream 1152 30.4 Parallel Streams 1155 30.5 Stream Reduction Using the reduce Method 1157 30.6 Stream Reduction Using the collect Method 1160 30.7 Grouping Elements Using the groupingby Collector 1163 30.8 Case Studies 1166
chapter 31–44 are available from the companion Website at www.pearsonglobaleditions.com/Liang
chapter 31 advanced JavafX and fXmL chapter 32 multithreading and Parallel
Programming
chapter 33 networking chapter 34 Java database Programming chapter 35 advanced Java database Programming chapter 36 Internationalization chapter 37 Servlets chapter 38 JavaServer Pages chapter 39 JavaServer faces chapter 40 remote method Invocation chapter 41 Web Services chapter 42 2-4 trees and B-trees chapter 43 red-Black trees chapter 44 testing using Junit
Contents 19
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Appendixes 1177
appendix a Java Keywords 1179 appendix B the aScII character Set 1180 appendix c operator Precedence chart 1182 appendix d Java modifiers 1184 appendix e Special floating-Point values 1186 appendix f number Systems 1187 appendix g Bitwise operations 1191 appendix h regular expressions 1192 appendix I enumerated types 1197
Quick Reference 1203 Index 1205
20 Contents
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Chapter 1 Introduction to Computers, Programs, and Java™ 23 Your first Java program 34 Compile and run a Java program 39 NetBeans brief tutorial 45 Eclipse brief tutorial 47
Chapter 2 Elementary Programming 55 Obtain input 59 Use operators / and % 74 Software development process 81 Compute loan payments 82 Compute BMI 94
Chapter 3 Selections 97 Program addition quiz 99 Program subtraction quiz 109 Use multi-way if-else statements 112 Sort three integers 132 Check point location 134
Chapter 4 Mathematical Functions, Characters, and Strings 141 Introduce Math functions 142 Introduce strings and objects 152 Convert hex to decimal 165 Compute great circle distance 173 Convert hex to binary 176
Chapter 5 Loops 181 Use while loop 182 Guess a number 185 Multiple subtraction quiz 188 Use do-while loop 192 Minimize numeric errors 202 Display loan schedule 219 Sum a series 220
Chapter 6 Methods 227 Define/invoke max method 230 Use void method 233 Modularize code 239 Stepwise refinement 249 Reverse an integer 258 Estimate p 261
Chapter 7 Single-Dimensional Arrays 269 Random shuffling 274 Deck of cards 278 Selection sort 293 Command-line arguments 297
Coupon collector’s problem 304 Consecutive four 306
Chapter 8 Multidimensional Arrays 311 Find the row with the largest sum 316 Grade multiple-choice test 318 Sudoku 322 Multiply two matrices 331 Even number of 1s 338
Chapter 9 Objects and Classes 345 Define classes and objects 346 Use classes 358 Static vs. instance 361 Data field encapsulation 368 The this keyword 380 The Fan class 386
Chapter 10 Object-Oriented Thinking 389 The Loan class 391 The BMI class 394 The StackOfIntegers class 402 Process large numbers 408 The String class 410 The MyPoint class 424
Chapter 11 Inheritance and Polymorphism 433 Geometric class hierarchy 434 Polymorphism and dynamic binding demo 448 The ArrayList class 456 The MyStack class 463 New Account class 470
Chapter 12 Exception Handling and Text I/O 475 Exception-handling advantages 476 Create custom exception classes 496 Write and read data 502 HexFormatException 515
Chapter 13 Abstract Classes and Interfaces 521 Abstract GeometricObject class 522 Calendar and Gregorian Calendar classes 529 The concept of interface 532 Redesign the Rectangle class 558
Chapter 14 JavaFX Basics 563 Getting started with JavaFX 564 Understand property binding 570 Use Image and ImageView 578 Use layout panes 580 Use shapes 589
VideoNotes Locations of VideoNotes www.pearsonglobaleditions.com/Liang
21
VideoNote
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22 VideoNotes
Display a tic-tac-toe board 608 Display a bar chart 610
Chapter 15 Event-Driven Programming and Animations 615 Handler and its registration 622 Anonymous handler 625 Move message using the mouse 634 Animate a rising flag 640 Flashing text 646 Simple calculator 656 Check mouse-point location 658 Display a running fan 661
Chapter 16 JavaFX UI Controls and Multimedia 665 Use ListView 684 Use Slider 690
Tic-Tac-Toe 693 Use Media, MediaPlayer, and MediaView 698 Use radio buttons and text fields 705 Set fonts 707
Chapter 17 Binary I/O 713 Copy file 726 Object I/O 728 Split a large file 738
Chapter 18 Recursion 741 Binary search 752 Directory size 753 Fractal (Sierpinski triangle) 758 Search a string in a directory 769 Recursive tree 772
Chapter 7 Single-Dimensional Arrays 269 linear search animation on Companion Website 290 binary search animation on Companion Website 290 selection sort animation on Companion Website 293
Chapter 8 Multidimensional Arrays 311 closest-pair animation on the Companion Website 320
Chapter 22 Developing Efficient Algorithms 861 binary search animation on the Companion Website 868 selection sort animation on the Companion Website 868 closest-pair animation on Companion Website 883 Eight Queens animation on the Companion Website 886 convex hull animation on the Companion Website 889
Chapter 23 Sorting 903 insertion-sort animation on Companion Website 904 bubble sort animation on the Companion Website 907 merge animation on Companion Website 911 partition animation on Companion Website 915 heap animation on Companion Website 917
radix sort on Companion Website 924
Chapter 24 Implementing Lists, Stacks, Queues, and Priority Queues 939 list animation on Companion Website 940 stack and queue animation on Companion Website 965
Chapter 25 Binary Search Trees 975 BST animation on Companion Website 976
Chapter 26 AVL Trees 1011 AVL tree animation on Companion Website 1012
Chapter 27 Hashing 1031 linear probing animation on Companion Website 1036 quadratic probing animation on Companion Website 1037 separate chaining animation on Companion Website 1040
Chapter 28 Graphs and Applications 1061 graph learning tool on Companion Website 1064 U.S. Map Search 1086
Chapter 29 Weighted Graphs and Applications 1107 weighted graph learning tool animation on Companion Website 1108
Animations
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Chapter
1 Introduction to Computers, Programs, and Java™
Objectives ■■ To understand computer basics, programs, and operating systems
(§§1.2–1.4).
■■ To describe the relationship between Java and the World Wide Web (§1.5).
■■ To understand the meaning of Java language specification, API, JDK™, JRE™, and IDE (§1.6).
■■ To write a simple Java program (§1.7).
■■ To display output on the console (§1.7).
■■ To explain the basic syntax of a Java program (§1.7).
■■ To create, compile, and run Java programs (§1.8).
■■ To use sound Java programming style and document programs properly (§1.9).
■■ To explain the differences between syntax errors, runtime errors, and logic errors (§1.10).
■■ To develop Java programs using NetBeans™ (§1.11).
■■ To develop Java programs using Eclipse™ (§1.12).
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24 Chapter 1 Introduction to Computers, Programs, and Java™
1.1 Introduction The central theme of this book is to learn how to solve problems by writing a program.
This book is about programming. So, what is programming? The term programming means to create (or develop) software, which is also called a program. In basic terms, software contains instructions that tell a computer—or a computerized device—what to do.
Software is all around you, even in devices you might not think would need it. Of course, you expect to find and use software on a personal computer, but software also plays a role in running airplanes, cars, cell phones, and even toasters. On a personal computer, you use word processors to write documents, web browsers to explore the Internet, and e-mail programs to send and receive messages. These programs are all examples of software. Software developers create software with the help of powerful tools called programming languages.
This book teaches you how to create programs by using the Java programming language. There are many programming languages, some of which are decades old. Each language was invented for a specific purpose—to build on the strengths of a previous language, for example, or to give the programmer a new and unique set of tools. Knowing there are so many program- ming languages available, it would be natural for you to wonder which one is best. However, in truth, there is no “best” language. Each one has its own strengths and weaknesses. Experienced programmers know one language might work well in some situations, whereas a different language may be more appropriate in other situations. For this reason, seasoned programmers try to master as many different programming languages as they can, giving them access to a vast arsenal of software-development tools.
If you learn to program using one language, you should find it easy to pick up other lan- guages. The key is to learn how to solve problems using a programming approach. That is the main theme of this book.
You are about to begin an exciting journey: learning how to program. At the outset, it is helpful to review computer basics, programs, and operating systems (OSs). If you are already familiar with such terms as central processing unit (CPU), memory, disks, operating systems, and programming languages, you may skip Sections 1.2–1.4.
1.2 What Is a Computer? A computer is an electronic device that stores and processes data.
A computer includes both hardware and software. In general, hardware comprises the visible, physical elements of the computer, and software provides the invisible instructions that control the hardware and make it perform specific tasks. Knowing computer hardware isn’t essential to learning a programming language, but it can help you better understand the effects that a program’s instructions have on the computer and its components. This section introduces computer hardware components and their functions.
A computer consists of the following major hardware components (see Figure 1.1):
■■ A central processing unit (CPU)
■■ Memory (main memory)
■■ Storage devices (such as disks and CDs)
■■ Input devices (such as the mouse and the keyboard)
■■ Output devices (such as monitors and printers)
■■ Communication devices (such as modems and network interface cards (NIC))
A computer’s components are interconnected by a subsystem called a bus. You can think of a bus as a sort of system of roads running among the computer’s components; data and power travel along the bus from one part of the computer to another. In personal computers,
Point Key
what is programming? programming program
Point Key
hardware software
bus
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1.2 What Is a Computer? 25
the bus is built into the computer’s motherboard, which is a circuit case that connects all of the parts of a computer together.
1.2.1 Central Processing Unit The central processing unit (CPU) is the computer’s brain. It retrieves instructions from the memory and executes them. The CPU usually has two components: a control unit and an arithmetic/logic unit. The control unit controls and coordinates the actions of the other com- ponents. The arithmetic/logic unit performs numeric operations (addition, subtraction, multi- plication, and division) and logical operations (comparisons).
Today’s CPUs are built on small silicon semiconductor chips that contain millions of tiny electric switches, called transistors, for processing information.
Every computer has an internal clock that emits electronic pulses at a constant rate. These pulses are used to control and synchronize the pace of operations. A higher clock speed enables more instructions to be executed in a given period of time. The unit of measurement of clock speed is the hertz (Hz), with 1 Hz equaling 1 pulse per second. In the 1990s, computers meas- ured clock speed in megahertz (MHz), but CPU speed has been improving continuously; the clock speed of a computer is now usually stated in gigahertz (GHz). Intel’s newest processors run at about 3 GHz.
CPUs were originally developed with only one core. The core is the part of the processor that performs the reading and executing of instructions. In order to increase the CPU processing power, chip manufacturers are now producing CPUs that contain multiple cores. A multicore CPU is a single component with two or more independent cores. Today’s consumer comput- ers typically have two, three, and even four separate cores. Soon, CPUs with dozens or even hundreds of cores will be affordable.
1.2.2 Bits and Bytes Before we discuss memory, let’s look at how information (data and programs) are stored in a computer.
A computer is really nothing more than a series of switches. Each switch exists in two states: on or off. Storing information in a computer is simply a matter of setting a sequence of switches on or off. If the switch is on, its value is 1. If the switch is off, its value is 0. These 0s and 1s are interpreted as digits in the binary number system and are called bits (binary digits).
The minimum storage unit in a computer is a byte. A byte is composed of eight bits. A small number such as 3 can be stored as a single byte. To store a number that cannot fit into a single byte, the computer uses several bytes.
Data of various kinds, such as numbers and characters, are encoded as a series of bytes. As a programmer, you don’t need to worry about the encoding and decoding of data, which the computer system performs automatically, based on the encoding scheme. An encoding scheme is a set of rules that govern how a computer translates characters and numbers into data with which the computer can actually work. Most schemes translate each character into a
motherboard
CPU
speed
hertz megahertz
gigahertz
core
bits
byte
encoding scheme
Figure 1.1 A computer consists of a CPU, memory, storage devices, input devices, output devices, and communication devices.
Memory
e.g., Disk, CD, and Tape
e.g., Modem, and NIC
e.g., Keyboard, Mouse
e.g., Monitor, Printer
CPU
Bus
Storage Devices
Communication Devices
Input Devices
Output Devices
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26 Chapter 1 Introduction to Computers, Programs, and Java™
predetermined string of bits. In the popular ASCII encoding scheme, for example, the character C is represented as 01000011 in 1 byte.
A computer’s storage capacity is measured in bytes and multiples of the byte, as follows:
■■ A kilobyte (KB) is about 1,000 bytes.
■■ A megabyte (MB) is about 1 million bytes.
■■ A gigabyte (GB) is about 1 billion bytes.
■■ A terabyte (TB) is about 1 trillion bytes.
A typical one-page word document might take 20 KB. Therefore, 1 MB can store 50 pages of documents, and 1 GB can store 50,000 pages of documents. A typical two-hour high- resolution movie might take 8 GB, so it would require 160 GB to store 20 movies.
1.2.3 Memory A computer’s memory consists of an ordered sequence of bytes for storing programs as well as data with which the program is working. You can think of memory as the computer’s work area for executing a program. A program and its data must be moved into the computer’s memory before they can be executed by the CPU.
Every byte in the memory has a unique address, as shown in Figure 1.2. The address is used to locate the byte for storing and retrieving the data. Since the bytes in the memory can be accessed in any order, the memory is also referred to as random-access memory (RAM).
kilobyte (KB)
megabyte (MB)
gigabyte (GB)
terabyte (TB)
memory
unique address
RAM
Figure 1.2 Memory stores data and program instructions in uniquely addressed memory locations.
01000011 01110010 01100101 01110111 00000011
Encoding for character ‘C’ Encoding for character ‘r’ Encoding for character ‘e’ Encoding for character ‘w’ Decimal number 3
2000 2001 2002 2003 2004
Memory address Memory content
Today’s personal computers usually have at least 4 GB of RAM, but they more commonly have 6 to 8 GB installed. Generally speaking, the more RAM a computer has, the faster it can operate, but there are limits to this simple rule of thumb.
A memory byte is never empty, but its initial content may be meaningless to your program. The current content of a memory byte is lost whenever new information is placed in it.
Like the CPU, memory is built on silicon semiconductor chips that have millions of transis- tors embedded on their surface. Compared to CPU chips, memory chips are less complicated, slower, and less expensive.
1.2.4 Storage Devices A computer’s memory (RAM) is a volatile form of data storage: Any information that has been saved in memory is lost when the system’s power is turned off. Programs and data are permanently stored on storage devices and are moved, when the computer actu- storage devices
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1.2 What Is a Computer? 27
ally uses them, to memory, which operates at much faster speeds than permanent storage devices can.
There are three main types of storage devices:
■■ Magnetic disk drives
■■ Optical disc drives (CD and DVD)
■■ Universal serial bus (USB) flash drives
Drives are devices for operating a medium, such as disks and CDs. A storage medium physically stores data and program instructions. The drive reads data from the medium and writes data onto the medium.
Disks
A computer usually has at least one hard disk drive. Hard disks are used for permanently stor- ing data and programs. Newer computers have hard disks that can store from 500 GB to 1 TB of data. Hard disk drives are usually encased inside the computer, but removable hard disks are also available.
CDs and DVDs
CD stands for compact disc. There are three types of CDs: CD-ROM, CD-R, and CD-RW. A CD- ROM is a prepressed disc. It was popular for distributing software, music, and video. Software, music, and video are now increasingly distributed on the Internet without using CDs. A CD-R (CD-Recordable) is a write-once medium. It can be used to record data once and read any number of times. A CD-RW (CD-ReWritable) can be used like a hard disk; that is, you can write data onto the disc, then overwrite that data with new data. A single CD can hold up to 700 MB.
DVD stands for digital versatile disc or digital video disc. DVDs and CDs look alike, and you can use either to store data. A DVD can hold more information than a CD; a standard DVD’s storage capacity is 4.7 GB. There are two types of DVDs: DVD-R (Recordable) and DVD-RW (ReWritable).
USB Flash Drives
Universal serial bus (USB) connectors allow the user to attach many kinds of peripheral devices to the computer. You can use an USB to connect a printer, digital camera, mouse, external hard disk drive, and other devices to the computer.
An USB flash drive is a device for storing and transporting data. A flash drive is small—about the size of a pack of gum. It acts like a portable hard drive that can be plugged into your computer’s USB port. USB flash drives are currently available with up to 256 GB storage capacity.
1.2.5 Input and Output Devices Input and output devices let the user communicate with the computer. The most common input devices are the keyboard and mouse. The most common output devices are monitors and printers.
The Keyboard
A keyboard is a device for entering input. Compact keyboards are available without a numeric keypad.
Function keys are located across the top of the keyboard and are prefaced with the letter F. Their functions depend on the software currently being used.
A modifier key is a special key (such as the Shift, Alt, and Ctrl keys) that modifies the normal action of another key when the two are pressed simultaneously.
drive
hard disk
CD-ROM
CD-R
CD-RW
DVD
function key
modifier key
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The numeric keypad, located on the right side of most keyboards, is a separate set of keys styled like a calculator to use for quickly entering numbers.
Arrow keys, located between the main keypad and the numeric keypad, are used to move the mouse pointer up, down, left, and right on the screen in many kinds of programs.
The Insert, Delete, Page Up, and Page Down keys are used in word processing and other programs for inserting text and objects, deleting text and objects, and moving up or down through a document one screen at a time.
The Mouse
A mouse is a pointing device. It is used to move a graphical pointer (usually in the shape of an arrow) called a cursor around the screen, or to click on-screen objects (such as a button) to trigger them to perform an action.
The Monitor
The monitor displays information (text and graphics). The screen resolution and dot pitch determine the quality of the display.
The screen resolution specifies the number of pixels in horizontal and vertical dimensions of the display device. Pixels (short for “picture elements”) are tiny dots that form an image on the screen. A common resolution for a 17-inch screen, for example, is 1,024 pixels wide and 768 pixels high. The resolution can be set manually. The higher the resolution, the sharper and clearer the image is.
The dot pitch is the amount of space between pixels, measured in millimeters. The smaller the dot pitch, the sharper is the display.
1.2.6 Communication Devices Computers can be networked through communication devices, such as a dial-up modem (modulator/demodulator), a digital subscriber line (DSL) or cable modem, a wired network interface card, or a wireless adapter.
■■ A dial-up modem uses a phone line to dial a phone number to connect to the Internet and can transfer data at a speed up to 56,000 bps (bits per second).
■■ A digital subscriber line (DSL) connection also uses a standard phone line, but it can transfer data 20 times faster than a standard dial-up modem.
■■ A cable modem uses the cable line maintained by the cable company and is generally faster than DSL.
■■ A network interface card (NIC) is a device that connects a computer to a local area network (LAN). LANs are commonly used to connect computers within a limited area such as a school, a home, and an office. A high-speed NIC called 1000BaseT can transfer data at 1,000 million bits per second (mbps).
■■ Wireless networking is now extremely popular in homes, businesses, and schools. Every laptop computer sold today is equipped with a wireless adapter that enables the computer to connect to the LAN and the Internet.
Note Answers to the CheckPoint questions are available at www.pearsonglobaleditions .com/Liang. Choose this book and click Companion Website to select CheckPoint.
1.2.1 What are hardware and software? 1.2.2 List the five major hardware components of a computer.
numeric keypad
arrow keys
Insert key Delete key
Page Up key Page Down key
screen resolution pixels
dot pitch
dial-up modem
digital subscriber line (DSL)
cable modem
network interface card (NIC)
local area network (LAN) million bits per second
(mbps)
Point Check
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1.3 Programming Languages 29
1.2.3 What does the acronym CPU stand for? What unit is used to measure CPU speed? 1.2.4 What is a bit? What is a byte? 1.2.5 What is memory for? What does RAM stand for? Why is memory called RAM? 1.2.6 What unit is used to measure memory size? What unit is used to measure disk size? 1.2.7 What is the primary difference between memory and a storage device?
1.3 Programming Languages Computer programs, known as software, are instructions that tell a computer what to do.
Computers do not understand human languages, so programs must be written in a language a computer can use. There are hundreds of programming languages, and they were developed to make the programming process easier for people. However, all programs must be converted into the instructions the computer can execute.
1.3.1 Machine Language A computer’s native language, which differs among different types of computers, is its machine language—a set of built-in primitive instructions. These instructions are in the form of binary code, so if you want to give a computer an instruction in its native language, you have to enter the instruction as binary code. For example, to add two numbers, you might have to write an instruction in binary code as follows:
1101101010011010
1.3.2 Assembly Language Programming in machine language is a tedious process. Moreover, programs written in machine language are very difficult to read and modify. For this reason, assembly language was created in the early days of computing as an alternative to machine languages. Assembly language uses a short descriptive word, known as a mnemonic, to represent each of the machine-language instructions. For example, the mnemonic add typically means to add num- bers, and sub means to subtract numbers. To add the numbers 2 and 3 and get the result, you might write an instruction in assembly code as follows:
add 2, 3, result
Assembly languages were developed to make programming easier. However, because the computer cannot execute assembly language, another program—called an assembler—is used to translate assembly-language programs into machine code, as shown in Figure 1.3.
Point Key
machine language
assembly language
assembler
Figure 1.3 An assembler translates assembly-language instructions into machine code.
Assembly Source File
... add 2, 3, result
...
Machine-Code File
... 1101101010011010
...
Assembler
Writing code in assembly language is easier than in machine language. However, it is still tedious to write code in assembly language. An instruction in assembly language essentially corresponds to an instruction in machine code. Writing in assembly language requires that you
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know how the CPU works. Assembly language is referred to as a low-level language, because assembly language is close in nature to machine language and is machine dependent.
1.3.3 High-Level Language In the 1950s, a new generation of programming languages known as high-level languages emerged. They are platform independent, which means that you can write a program in a high- level language and run it in different types of machines. High-level languages are similar to English and easy to learn and use. The instructions in a high-level programming language are called statements. Here, for example, is a high-level language statement that computes the area of a circle with a radius of 5:
area = 5 * 5 * 3.14159;
There are many high-level programming languages, and each was designed for a specific purpose. Table 1.1 lists some popular ones.
low-level language
high-level language
statement
Language Description
Ada Named for Ada Lovelace, who worked on mechanical general-purpose computers. Developed for the Department of Defense and used mainly in defense projects.
BASIC Beginner’s All-purpose Symbolic Instruction Code. Designed to be learned and used easily by beginners.
C Developed at Bell Laboratories. Combines the power of an assembly language with the ease of use and portability of a high-level language.
C++ An object-oriented language, based on C
C# Pronounced “C Sharp.” An object-oriented programming language developed by Microsoft.
COBOL COmmon Business Oriented Language. Used for business applications.
FORTRAN FORmula TRANslation. Popular for scientific and mathematical applications.
Java Developed by Sun Microsystems, now part of Oracle. An object-oriented programming language, widely used for developing platform-independent Internet applications.
JavaScript A Web programming language developed by Netscape
Pascal Named for Blaise Pascal, who pioneered calculating machines in the seventeenth century. A simple, structured, general-purpose language primarily for teaching programming.
Python A simple general-purpose scripting language good for writing short programs.
Visual Basic Visual Basic was developed by Microsoft. Enables the programmers to rapidly develop Windows-based applications.
Table 1.1 Popular High-Level Programming Languages
A program written in a high-level language is called a source program or source code. Because a computer cannot execute a source program, a source program must be translated into machine code for execution. The translation can be done using another programming tool called an interpreter or a compiler.
■■ An interpreter reads one statement from the source code, translates it to the machine code or virtual machine code, then executes it right away, as shown in Figure 1.4a. Note a statement from the source code may be translated into several machine instructions.
source program source code
interpreter
compiler
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1.4 Operating Systems 31
Figure 1.4 (a) An interpreter translates and executes a program one statement at a time. (b) A compiler translates the entire source program into a machine-language file for execution.
Machine-Code File
... 0101100011011100 1111100011000100
...
High-Level Source File
... area = 5 * 5 * 3.1415;
...
(b)
Compiler Executor
High-Level Source File
... area = 5 * 5 * 3.1415;
...
(a)
Interpreter Output
Output
■■ A compiler translates the entire source code into a machine-code file, and the machine-code file is then executed, as shown in Figure 1.4b.
1.3.1 What language does the CPU understand? 1.3.2 What is an assembly language? What is an assembler? 1.3.3 What is a high-level programming language? What is a source program? 1.3.4 What is an interpreter? What is a compiler? 1.3.5 What is the difference between an interpreted language and a compiled language?
Point Check
1.4 Operating Systems The operating system (OS) is the most important program that runs on a computer. The OS manages and controls a computer’s activities.
The popular operating systems for general-purpose computers are Microsoft Windows, Mac OS, and Linux. Application programs, such as a web browser or a word processor, cannot run unless an operating system is installed and running on the computer. Figure 1.5 shows the interrelationship of hardware, operating system, application software, and the user.