Software Engineering for Self-Directed Learners »

C++ to Java

About this chapter

This book chapter assumes you are familiar with basic C++ programming. It provides a crash course to help you migrate from C++ to Java.

This chapter borrows heavily from the excellent book ThinkJava by Allen Downey and Chris Mayfield. As required by the terms of reuse of that book, this chapter is released under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License and not under the MIT license as the rest of this book.

Some conventions used in this chapter:

icon marks the description of an aspect of Java that works mostly similar to C++

icon marks the description of an aspect of Java that is distinctly different from C++

Other resources used:

The Java World

What is Java?

Java was conceived by James Gosling and his team at Sun Microsystems in 1991.

Java is directly related to both C and C++. Java inherits its syntax from C. Its object model is adapted from C++. --Java: A Beginner’s Guide, by Oracle

Fun fact: The language was initially called Oak after an oak tree that stood outside Gosling's office. Later the project went by the name Green and was finally renamed Java, from Java coffee. --Wikipedia

Oracle became the owner of Java in 2010, when it acquired Sun Microsystems.

Java has remained the most popular language in the world for several years now (as at July 2018), according to the TIOBE index.

How Java works

Java is both and . Instead of translating programs directly into machine language, the Java compiler generates byte code. Byte code is portable, so it is possible to compile a Java program on one machine, transfer the byte code to another machine, and run the byte code on the other machine. That’s why Java is considered a platform independent technology, aka WORA (Write Once Run Anywhere). The interpreter that runs byte code is called a “Java Virtual Machine” (JVM).

Java technology is both a programming language and a platform. The Java programming language is a high-level object-oriented language that has a particular syntax and style. A Java platform is a particular environment in which Java programming language applications run. --Oracle

Java editions

According to the Official Java documentation, there are four platforms of the Java programming language:

  • Java Platform, Standard Edition (Java SE): Contains the core functionality of the Java programming language.

  • Java Platform, Enterprise Edition (Java EE): For developing and running large-scale enterprise applications. Built on top of Java SE.

  • Java Platform, Micro Edition (Java ME): For Java programming language applications meant for small devices, like mobile phones. A subset of Java SE.

  • JavaFX: For creating applications with graphical user interfaces. Can work with the other three above.

This book chapter uses the Java SE edition unless stated otherwise.

Getting Started

Installation

To run Java programs, you only need to have a recent version of the Java Runtime Environment (JRE) installed in your device.

If you want to develop applications for Java, download and install a recent version of the Java Development Kit (JDK), which includes the JRE as well as additional resources needed to develop Java applications.

HelloWorld

In Java, the HelloWorld program looks like this:

public class HelloWorld {

    public static void main(String[] args) {
        // generate some simple output
        System.out.println("Hello, World!");
    }
}

For reference, the equivalent C++ code is given below:

#include <iostream>
using namespace std;

int main() {
    // generate some simple output
    cout << "Hello, World!";
    return 0;
}

This HelloWorld Java program defines one method named main: public static void main(String[] args)

System.out.println() displays a given text on the screen.

Some similarities:

  • Java programs consists of statements, grouped , which are then grouped into classes.
  • Java is “case-sensitive”, which means SYSTEM is different from System.
  • public is an access modifier that indicates the method is accessible from outside this class. Similarly, private access modifier indicates that a method/attribute is not accessible outside the class.
  • static indicates this method is defined as a class-level member. Do not worry if you don’t know what that means. It will be explained later.
  • void indicates that the method does not return anything.
  • The name and format of the main method is special as it is the method that Java executes when you run a Java program.
  • A class is a collection of methods. This program defines a class named HelloWorld.
  • Java uses squiggly braces ({ and }) to group things together.
  • The line starting with // is a comment. You can use // for single line comments and /* ... */ for multi-line comments in Java code.

Some differences:

  • Java use the term method instead of function. In particular, Java doesn’t have stand-alone functions. Every method should belong to a class. The main method will not work unless it is inside the HelloWorld class.
  • A Java class definition does not end with a semicolon, but most Java statements do.
  • In most cases (i.e., there are exceptions), the name of the class has to match the name of the file it is in, so this class has to be in a file named HelloWorld.java.
  • There is no need for the HelloWorld code to have something like #include <iostream>. The library files needed by the HelloWorld code is available by default without having to "include" them explicitly.
  • There is no need to return 0 at the end of the main method to indicate the execution was successful. It is considered as a successful execution unless an error is signalled specifically.

Compiling a program

To compile the HelloWorld program, open a command console, navigate to the folder containing the file, and run the following command.

>_ javac HelloWorld.java

If the compilation is successful, you should see a file HelloWorld.class. That file contains the byte code for your program. If the compilation is unsuccessful, you will be notified of the compile-time errors.

Notes:

  • javac is the java compiler that you get when you install the JDK.
  • For the above command to work, your console program should be able to find the javac executable (e.g., In Windows, the location of the javac.exe should be in the PATH system variable).
    This page shows how to set PATH in different OS'es.

Running a program

To run the HelloWorld program, in a command console, run the following command from the folder containing HelloWorld.class file.

>_ java HelloWorld

Notes:

  • java in the command above refers to the Java interpreter installed in your computer.
  • Similar to javac, your console should be able to find the java executable.

When you run a Java program, you can encounter a . These errors are also called "exceptions" because they usually indicate that something exceptional (and bad) has happened. When a run-time error occurs, the interpreter displays an error message that explains what happened and where.

For example, modify the HelloWorld code to include the following line, compile it again, and run it.

System.out.println(5/0);

You should get a message like this:

Exception in thread "main" java.lang.ArithmeticException: / by zero
    at Hello.main(Hello.java:5)

Integrated Development Environments (IDEs) can automate the intermediate step of compiling. They usually have a Run button which compiles the code first and then runs it.

Example IDEs:

  • Intellij IDEA
  • Eclipse
  • NetBeans

Data Types

Primitive data types

Java has a number of primitive data types, as given below:

  • byte: an integer in the range -128 to 127 (inclusive).
  • short: an integer in the range -32,768 to 32,767 (inclusive).
  • int: an integer in the range -231 to 231-1.
  • long: An integer in the range -263 to 263-1.
  • float: a single-precision 32-bit IEEE 754 floating point. This data type should never be used for precise values, such as currency. For that, you will need to use the java.math.BigDecimal class instead.
  • double: a double-precision 64-bit IEEE 754 floating point. For decimal values, this data type is generally the default choice. This data type should never be used for precise values, such as currency.
  • boolean: has only two possible values: true and false.
  • char: The char data type is a single 16-bit Unicode character. It has a minimum value of '\u0000' (or 0) and a maximum value of '\uffff' (or 65,535 inclusive).
The String type (a peek)

Java has a built-in type called String to represent strings. While String is not a primitive type, strings are used often. String values are demarcated by enclosing in a pair of double quotes (e.g., "Hello"). You can use the + operator to concatenate strings (e.g., "Hello " + "!").

You’ll learn more about strings in a later section.

Variables

Java is a statically-typed language in that variables have a fixed type. Here are some examples of declaring variables and assigning values to them.

int x;
x = 5;
int hour = 11;
boolean isCorrect = true;
char capitalC = 'C';
byte b = 100;
short s = 10000;
int i = 100000;

You can use any name starting with a letter, underscore, or $ as a variable name but you cannot use Java keywords as variables names. You can display the value of a variable using System.out.print or System.out.println (the latter goes to the next line after printing). To output multiple values on the same line, it’s common to use several print statements followed by println at the end.

int hour = 11;
int minute = 59;
System.out.print("The current time is ");
System.out.print(hour);
System.out.print(":");
System.out.print(minute);
System.out.println("."); //use println here to complete the line
System.out.println("done");

The current time is 11:59.
done

Use the keyword final to indicate that the variable value, once assigned, should not be allowed to change later i.e., act like a ‘constant’. By convention, names for constants are all uppercase, with the underscore character (_) between words.

final double CM_PER_INCH = 2.54;

Operators

Java supports the usual arithmetic operators, given below.

Operator Description Examples
+ Additive operator 2 + 3 5
- Subtraction operator 4 - 1 3
* Multiplication operator 2 * 3 6
/ Division operator 5 / 2 2 but 5.0 / 2 2.5
% Remainder operator 5 % 2 1

The following program uses some operators as part of an expression hour * 60 + minute:

int hour = 11;
int minute = 59;
System.out.print("Number of minutes since midnight: ");
System.out.println(hour * 60 + minute);

Number of minutes since midnight: 719

When an expression has multiple operators, normal operator precedence rules apply. Furthermore, you can use parentheses to specify a precise precedence.

Examples:

  • 4 * 5 - 1 19 (* has higher precedence than -)
  • 4 * (5 - 1) 16 (parentheses ( ) have higher precedence than *)

Java does not allow .

The unary operators require only one operand; they perform various operations such as incrementing/decrementing a value by one, negating an expression, or inverting the value of a boolean.-- Java Tutorial

Operator Description -- Java Tutorial example
+ Unary plus operator; indicates positive value
(numbers are positive without this, however)
x = 5; y = +x y is 5
- Unary minus operator; negates an expression x = 5; y = -x y is -5
++ Increment operator; increments a value by 1 i = 5; i++ i is 6
-- Decrement operator; decrements a value by 1 i = 5; i-- i is 4
! Logical complement operator; inverts the value of a boolean foo = true; bar = !foo bar is false

Relational operators are used to check conditions like whether two values are equal, or whether one is greater than the other. The following expressions show how they are used:

Operator Description example true example false
x == y x is equal to y 5 == 5 5 == 6
x != y x is not equal to y 5 != 6 5 != 5
x > y x is greater than y 7 > 6 5 > 6
x < y x is less than y 5 < 6 7 < 6
x >= y x is greater than or equal to y 5 >= 5 4 >= 5
x <= y x is less than or equal to y 4 <= 5 6 <= 5

The result of a relational operator is a boolean value.

Java has three conditional operators that are used to operate on boolean values.

Operator Description example true example false
&& and true && true true true && false false
|| or true || false true false || false false
! not not false not true

Arrays

Arrays are indicated using square brackets ([]). To create the array itself, you have to use the new operator. Here are some example array declarations:

int[] counts;
counts = new int[4]; // create an int array of size 4

int size = 5;
double[] values;
values = new double[size]; //use a variable for the size

double[] prices = new double[size]; // declare and create at the same time
Alternatively, you can use the shortcut syntax to create and initialize an array:
int[] values = {1, 2, 3, 4, 5, 6};

int[] anArray = {
    100, 200, 300,
    400, 500, 600,
    700, 800, 900, 1000
};

-- Java Tutorial

The [] operator selects elements from an array. Array elements .

int[] counts = new int[4];

System.out.println("The first element is " + counts[0]);

counts[0] = 7; // set the element at index 0 to be 7
counts[1] = counts[0] * 2;
counts[2]++; // increment value at index 2

A Java array is aware of its size. A Java array prevents a programmer from indexing the array out of bounds. If the index is negative or not present in the array, the result is an error named ArrayIndexOutOfBoundsException.

int[] scores = new int[4];
System.out.println(scores.length) // prints 4
scores[5] = 0; // causes an exception

4
Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: 5
	at Main.main(Main.java:6)

It is also possible to create arrays of more than one dimension:

String[][] names = {
    {"Mr. ", "Mrs. ", "Ms. "},
    {"Smith", "Jones"}
};

System.out.println(names[0][0] + names[1][0]); // Mr. Smith
System.out.println(names[0][2] + names[1][1]); // Ms. Jones

-- Java Tutorial

Passing arguments to a program

The args parameter of the main method is an array of Strings containing command line arguments supplied (if any) when running the program.

public class Foo{
    public static void main(String[] args) {
        System.out.println(args[0]);
    }
}

You can run this program (after compiling it first) from the command line by typing:

>_ java Foo abc

abc

Control Flow

Branching

if-else statements

Java supports the usual forms of if statements:

if (x > 0) {
    System.out.println("x is positive");
}
if (x % 2 == 0) {
    System.out.println("x is even");
} else {
    System.out.println("x is odd");
}
if (x > 0) {
    System.out.println("x is positive");
} else if (x < 0) {
    System.out.println("x is negative");
} else {
    System.out.println("x is zero");
}
if (x == 0) {
    System.out.println("x is zero");
} else {
    if (x > 0) {
        System.out.println("x is positive");
    } else {
        System.out.println("x is negative");
    }
}

The braces are optional (but recommended) for branches that have only one statement. So we could have written the previous example this way ( Bad):

if (x % 2 == 0)
    System.out.println("x is even");
else
    System.out.println("x is odd");
switch statements

The switch statement can have a number of possible execution paths. A switch works with the byte, short, char, and int primitive data types. It also works with enums, String.

Here is an example (adapted from -- Java Tutorial):

public class SwitchDemo {
    public static void main(String[] args) {

        int month = 8;
        String monthString;
        switch (month) {
        case 1:  monthString = "January";
            break;
        case 2:  monthString = "February";
            break;
        case 3:  monthString = "March";
            break;
        case 4:  monthString = "April";
            break;
        case 5:  monthString = "May";
            break;
        case 6:  monthString = "June";
            break;
        case 7:  monthString = "July";
            break;
        case 8:  monthString = "August";
            break;
        case 9:  monthString = "September";
            break;
        case 10: monthString = "October";
            break;
        case 11: monthString = "November";
            break;
        case 12: monthString = "December";
            break;
        default: monthString = "Invalid month";
            break;
        }
        System.out.println(monthString);
    }
}

August

Loops

Java has while and for constructs for looping.

while loops

Here is an example while loop:

public static void countdown(int n) {
    while (n > 0) {
        System.out.println(n);
        n = n - 1;
    }
    System.out.println("Blastoff!");
}
for loops

for loops have the form:

for (initializer; condition; update) {
    statement(s);
}

Here is an example:

public static void printTable(int rows) {
    for (int i = 1; i <= rows; i = i + 1) {
        printRow(i, rows);
    }
}
do-while loops

The while and for statements are pretest loops; that is, they test the condition first and at the beginning of each pass through the loop. Java also provides a posttest loop: the do-while statement. This type of loop is useful when you need to run the body of the loop at least once.

Here is an example (from -- Java Tutorial):

class DoWhileDemo {
    public static void main(String[] args){
        int count = 1;
        do {
            System.out.println("Count is: " + count);
            count++;
        } while (count < 11);
    }
}
break and continue

A break statement exits the current loop.

Here is an example (from -- Java Tutorial):

class Main {
    public static void main(String[] args) {
        int[] numbers = new int[] { 1, 2, 3, 0, 4, 5, 0 };
        for (int i = 0; i < numbers.length; i++) {
            if (numbers[i] == 0) {
                break;
            }
            System.out.print(numbers[i]);
        }
    }
}

123

[Try the above code on Repl.it]

A continue statement skips the remainder of the current iteration and moves to the next iteration of the loop.

Here is an example (from -- Java Tutorial):

public static void main(String[] args) {
    int[] numbers = new int[] { 1, 2, 3, 0, 4, 5, 0 };
    for (int i = 0; i < numbers.length; i++) {
        if (numbers[i] == 0) {
            continue;
        }
        System.out.print(numbers[i]);
    }
}

12345

[Try the above code on Repl.it]

Enhanced for loops

Since traversing arrays is so common, Java provides an alternative for-loop syntax that makes the code more compact. For example, consider a for loop that displays the elements of an array on separate lines:

for (int i = 0; i < values.length; i++) {
    int value = values[i];
    System.out.println(value);
}

We could rewrite the loop like this:

for (int value : values) {
    System.out.println(value);
}

This statement is called an enhanced for loop. You can read it as, “for each value in values”. Notice how the single line for (int value : values) replaces the first two lines of the standard for loop.

Methods

Defining methods

Here’s an example of adding more methods to a class:

public class PrintTwice {

    public static void printTwice(String s) {
        System.out.println(s);
        System.out.println(s);
    }

    public static void main(String[] args) {
        String sentence = “Polly likes crackers”
        printTwice(sentence);

    }
}

Polly likes crackers
Polly likes crackers

By convention, method names should be named in the camelCase format.

Similar to the main method, the printTwice method is public (i.e., it can be invoked from other classes) static and void.

Parameters

A method can specify parameters. The printTwice method above specifies a parameter of String type. The main method passes the argument "Polly likes crackers" to that parameter.

The value provided as an argument must have the same type as the parameter. Sometimes Java can convert an argument from one type to another automatically. For example, if the method requires a double, you can invoke it with an int argument 5 and Java will automatically convert the argument to the equivalent value of type double 5.0.

Because a variable declared inside a method only exists inside that method, such variables are called local variables. That applies to parameters of a method too. For example, In the code above, s cannot be used inside main because it is a parameter of the printTwice method and can only be used inside that method. If you try to use s inside main, you’ll get a compiler error. Similarly, inside printTwice there is no such thing as sentence. That variable belongs to main.

return statements

The return statement allows you to terminate a method before you reach the end of it:

public static void printLogarithm(double x) {
    if (x <= 0.0) {
        System.out.println("Error: x must be positive.");
        return;
    }
    double result = Math.log(x);
    System.out.println("The log of x is " + result);
}

It can be used to return a value from a method too:

public class AreaCalculator{

    public static double calculateArea(double radius) {
        double result = 3.14 * radius * radius;
        return result;
    }

    public static void main(String[] args) {
        double area = calculateArea(12.5);
        System.out.println(area);
    }
}
Overloading

Java methods can be overloaded. If two methods do the same thing, it is natural to give them the same name. Having more than one method with the same name is called overloading, and it is legal in Java as long as each version has a different method signature (the signature of the method is the method name and ordered list of parameter types) . For example, the following overloading of the method calculateArea is allowed because the method signatures are different (i.e., calculateArea(double) vs calculateArea(double, double)).

public static double calculateArea(double radius) {
    //...
}

public static double calculateArea(double height, double width) {
    //...
}
Recursion

Methods can be recursive. Here is an example in which the nLines method calls itself recursively:

public static void nLines(int n) {
    if (n > 0) {
        System.out.println();
        nLines(n - 1);
    }
}

Java Objects

Using Java objects

Java is an "object-oriented" language, which means that it uses objects to represent data and provide methods related to them. Object types are called classes e.g., you can use String objects in Java and those objects belong to the String class.

importing

Java comes with many inbuilt classes which are organized into packages. Here are some examples:

package Some example classes in the package
java.lang String, Math, System

Before using a class in your code, you need to import the class. import statements appear at the top of the code.

This example imports the java.awt.Point class (i.e., the Point class in the java.awt package) -- which can be used to represent the coordinates of a location in a Cartesian plane -- and use it in the main method.

import java.awt.Point;

public class Main{
    public static void main(String[] args) {
        Point spot = new Point(3, 4);
        int x = spot.x;
        System.out.println(x);
   }
}

You might wonder why we can use the System class without importing it. System belongs to the java.lang package, which is imported automatically.

new operator

To create a new object, you have to use the new operator

This line shows how to create a new Point object using the new operator:

Point spot = new Point(3, 4);

Instance members

Variables that belong to an object are called attributes (or fields).

To access an attribute of an object, Java uses dot notation.

The code below uses spot.x which means "go to the object spot refers to, and get the value of the attribute x."

Point spot = new Point(3, 4);
int sum = spot.x * spot.x + spot.y * spot.y;
System.out.println(spot.x + ", " + spot.y + ", " + sum);

3, 4, 25

You can an object by assigning a different value to its attributes.

This example changes the x value of the Point object to 5.

Point spot = new Point(3, 4);
spot.x = 5;
System.out.println(spot.x + ", " + spot.y);

5, 4

Java uses the dot notation to invoke methods on an object too.

This example invokes the translate method on a Point object so that it moves to a different location.

Point spot = new Point(3, 4);
System.out.println(spot.x + ", " + spot.y);
spot.translate(5,5);
System.out.println(spot.x + ", " + spot.y);

3, 4
8, 9

Passing objects around

You can pass objects as parameters to a method in the usual way.

The printPoint method below takes a Point object as an argument and displays its attributes in (x,y) format.

public static void printPoint(Point p) {
    System.out.println("(" + p.x + ", " + p.y + ")");
}

public static void main(String[] args) {
    Point spot = new Point(3, 4);
    printPoint(spot);
}

(3, 4)

You can return an object from a method too.

The java.awt package also provides a class called Rectangle. Rectangle objects are similar to points, but they have four attributes: x, y, width, and height. The findCenter method below takes a Rectangle as an argument and returns a Point that corresponds to the center of the rectangle:

public static Point findCenter(Rectangle box) {
    int x = box.x + box.width / 2;
    int y = box.y + box.height / 2;
    return new Point(x, y);
}

The return type of this method is Point. The last line creates a new Point object and returns a reference to it.

null and NullPointerException

null is a special value that means "no object". You can assign null to a variable to indicate that the variable is 'empty' at the moment. However, if you try to use a null value, either by accessing an attribute or invoking a method, Java throws a NullPointerException.

In this example, the variable spot is assigned a null value. As a result, trying to access spot.x attribute or invoking the spot.translate method results in a NullPointerException.

Point spot = null;
int x = spot.x;          // NullPointerException
spot.translate(50, 50);  // NullPointerException

On the other hand, it is legal to return null from a method or to pass a null reference as an argument to a method.

Returning null from a method.

public static Point createCopy(Point p) {
    if (p == null) {
        return null; // return null if p is null
    }

    // create a new object with same x,y values
    return new Point(p.x, p.y);
}

Passing null as the argument.

Point result = createCopy(null);
System.out.println(result);

null

It is possible to have multiple variables that refer to the same object.

Notice how p1 and p2 are aliases for the same object. When the object is changed using the variable p1, the changes are visible via p2 as well (and vice versa), because they both point to the same Point object.

Point p1 = new Point(0,0);
Point p2 = p1;
System.out.println("p1: " + p1.x + ", " + p1.y);
System.out.println("p2: " + p2.x + ", " + p2.y);
p1.x = 1;
p2.y = 2;
System.out.println("p1: " + p1.x + ", " + p1.y);
System.out.println("p2: " + p2.x + ", " + p2.y);

p1: 0, 0
p2: 0, 0
p1: 1, 2
p2: 1, 2

Java does not have explicit pointers (and other related things such as pointer de-referencing and pointer arithmetic). When an object is passed into a method as an argument, the method gains access to the original object. If the method changes the object it received, the changes are retained in the object even after the method has completed.

Note how p3 retains changes done to it by the method swapCoordinates even after the method has completed executing.

public static void swapCoordinates(Point p){
    int temp = p.x;
    p.x = p.y;
    p.y = temp;
}

public static void main(String[] args) {
    Point p3 = new Point(2,3);
    System.out.println("p3: " + p3.x + ", " + p3.y);
    swapCoordinates(p3);
    System.out.println("p3: " + p3.x + ", " + p3.y);
}
p3: 2, 3
p3: 3, 2

Garbage collection

What happens when no variables refer to an object?

Point spot = new Point(3, 4);
spot = null;

The first line creates a new Point object and makes spot refer to it. The second line changes spot so that instead of referring to the object, it refers to nothing. If there are no references to an object, there is no way to access its attributes or invoke a method on it. From the programmer’s view, it ceases to exist. However, it’s still present in the computer’s memory, taking up space.

In Java, you don’t have to delete objects you create when they are no longer needed. As your program runs, the system automatically looks for stranded objects and reclaims them; then the space can be reused for new objects. This process is called garbage collection. You don’t have to do anything to make garbage collection happen, and in general don’t have to be aware of it. But in high-performance applications, you may notice a slight delay every now and then when Java reclaims space from discarded objects.

Java Classes

Defining classes

As you know,

  • Defining a class introduces a new object type.
  • Every object belongs to some object type; that is, it is an instance of some class.
  • A class definition is like a template for objects: it specifies what attributes the objects have and what methods they have.
  • The new operator instantiates objects, that is, it creates new instances of a class.
  • The methods that operate on an object type are defined in the class for that object.

Here's a class called Time, intended to represent a moment in time. It has three attributes and no methods.

public class Time {
    private int hour;
    private int minute;
    private int second;
}

You can give a class any name you like. The Java convention is to use format for class names.

The code is placed in a file whose name matches the class e.g., the Time class should be in a file named Time.java.

When a class is public (e.g., the Time class in the above example) it can be used in other classes. But the that are private (e.g., the hour, minute and second attributes of the Time class) can only be accessed from inside the Time class.

Constructors

The syntax for is similar to that of other methods, except:

  • The name of the constructor is the same as the name of the class.
  • The keyword static is omitted.
  • Does not return anything. A constructor returns the created object by default.

When you invoke new, Java creates the object and calls your constructor to initialize the instance variables. When the constructor is done, it returns a reference to the new object.

Here is an example constructor for the Time class:

public Time() {
    hour = 0;
    minute = 0;
    second = 0;
}

This constructor does not take any arguments. Each line initializes an instance variable to 0 (which in this example means midnight). Now you can create Time objects.

Time time = new Time();

Like other methods, constructors can be .

You can add another constructor to the Time class to allow creating Time objects that are initialized to a specific time:

public Time(int h, int m, int s) {
    hour = h;
    minute = m;
    second = s;
}

Here's how you can invoke the new constructor: Time justBeforeMidnight = new Time(11, 59, 59);

this keyword

The this keyword is a reference variable in Java that refers to the . You can use this the same way you use the name of any other object. For example, you can read and write the instance variables of this, and you can pass this as an argument to other methods. But you do not declare this, and you can’t make an assignment to it.

In the following version of the constructor, the names and types of the parameters are the same as the instance variables (parameters don’t have to use the same names, but that’s a common style). As a result, the parameters shadow (or hide) the instance variables, so the keyword this is necessary to tell them apart.

public Time(int hour, int minute, int second) {
    this.hour = hour;
    this.minute = minute;
    this.second = second;
}

this can be used to refer to a constructor of a class within the same class too.

In this example the constructor Time() uses the this keyword to call its own constructor Time(int, int, int)

public Time() {
    this(0, 0, 0); // call the overloaded constructor
}

public Time(int hour, int minute, int second) {
    // ...
}

Instance methods

You can add methods to a class which can then be used from the objects of that class. These instance methods do not have the static keyword in the method signature. Instance methods can access attributes of the class.

Here's how you can add a method to the Time class to get the number of seconds passed till midnight.

public int secondsSinceMidnight() {
    return hour*60*60 + minute*60 + second;
}

Here's how you can use that method.

Time t = new Time(0, 2, 5);
System.out.println(t.secondsSinceMidnight() + " seconds since midnight!");

Getters and setters

As the instance variables of Time are private, you can access them from within the Time class only. To compensate, you can provide methods to access attributes:

public int getHour() {
    return hour;
}

public int getMinute() {
    return minute;
}

public int getSecond() {
    return second;
}

Methods like these are formally called “accessors”, but more commonly referred to as getters. By convention, the method that gets a variable named something is called getSomething.

Similarly, you can provide setter methods to modify attributes of a Time object:

public void setHour(int hour) {
    this.hour = hour;
}

public void setMinute(int minute) {
    this.minute = minute;
}

public void setSecond(int second) {
    this.second = second;
}

Class-level members

The content below is an extract from -- Java Tutorial, with slight adaptations.

When a number of objects are created from the same class blueprint, they each have their own distinct copies of instance variables. In the case of a Bicycle class, the instance variables are gear, and speed. Each Bicycle object has its own values for these variables, stored in different memory locations.

Sometimes, you want to have variables that are common to all objects. This is accomplished with the static modifier. Fields that have the static modifier in their declaration are called static fields or class variables. They are associated with the class, rather than with any object. Every instance of the class shares a class variable, which is in one fixed location in memory. Any object can change the value of a class variable, but class variables can also be manipulated without creating an instance of the class.

Suppose you want to create a number of Bicycle objects and assign each a serial number, beginning with 1 for the first object. This ID number is unique to each object and is therefore an instance variable. At the same time, you need a field to keep track of how many Bicycle objects have been created so that you know what ID to assign to the next one. Such a field is not related to any individual object, but to the class as a whole. For this you need a class variable, numberOfBicycles, as follows:

public class Bicycle {

    private int gear;
    private int speed;

    // an instance variable for the object ID
    private int id;

    // a class variable for the number of Bicycle
    //   objects instantiated
    private static int numberOfBicycles = 0;
        ...
}

Class variables are referenced by the class name itself, as in Bicycle.numberOfBicycles This makes it clear that they are class variables.

The Java programming language supports static methods as well as static variables. Static methods, which have the static modifier in their declarations, should be invoked with the class name, without the need for creating an instance of the class, as in ClassName.methodName(args)

The static modifier, in combination with the final modifier, is also used to define constants. The final modifier indicates that the value of this field cannot change. For example, the following variable declaration defines a constant named PI, whose value is an approximation of pi (the ratio of the circumference of a circle to its diameter): static final double PI = 3.141592653589793;

Here is an example with class-level variables and class-level methods:

public class Bicycle {

    private int gear;
    private int speed;

    private int id;

    private static int numberOfBicycles = 0;


    public Bicycle(int startSpeed, int startGear) {
        gear = startGear;
        speed = startSpeed;

        numberOfBicycles++;
        id = numberOfBicycles;
    }

    public int getID() {
        return id;
    }

    public static int getNumberOfBicycles() {
        return numberOfBicycles;
    }

    public int getGear(){
        return gear;
    }

    public void setGear(int newValue) {
        gear = newValue;
    }

    public int getSpeed() {
        return speed;
    }

    // ...

}

Explanation of System.out.println(...):

  • out is a class-level public attribute of the System class.
  • println is an instance level method of the out object.

Some Useful Classes

Java API

Java comes with a rich collection of classes that you can use. They form what is known as the Java API (Application Programming Interface). Each class in the API comes with documentation in a standard format.

The String class

String is a built-in Java class that you can use without importing. Given below are some useful String methods:

Find characters of a string

Strings provide a method named charAt, which extracts a character. It returns a char, a primitive type that stores an individual character (as opposed to strings of them).

String fruit = "banana";
char letter = fruit.charAt(0);

The argument 0 means that we want the letter at position 0. Like array indexes, string indexes start at 0, so the character assigned to letter is 'b'.

You can convert a string to an array of characters using the toCharArray method.

char[] fruitChars = fruit.toCharArray()
Change a string to upper/lower case

Strings provide methods, toUpperCase and toLowerCase, that convert from uppercase to lowercase and back.

After these statements run, upperName refers to the string "ALAN TURING" but name still refers to "Alan Turing".

String name = "Alan Turing";
String upperName = name.toUpperCase();
System.out.println(name);
System.out.println(upperName);

Alan Turing
ALAN TURING

Note that a string method cannot change the string object on which the method is invoked, because strings are . For example, when you invoke toUpperCase on a string "abc", you get a new string object "ABC" as the return value rather than the string "abc" being changed to "ABC". As a result, for such string methods that seemingly modify the string but actually return a new string instead e.g., toLowerCase, invoking the method has no effect if you don’t assign the return value to a variable.

String s = "Ada";
s.toUpperCase(); // no effect
s = s.toUpperCase(); // the correct way
Replacing parts of a string

Another useful method is replace, which finds and replaces instances of one string within another.

This example replaces "Computer Science" with "CS".

String text = "Computer Science is fun!";
text = text.replace("Computer Science", "CS");
System.out.println(text);

CS is fun!
Accessing substrings

The substring method returns a new string that copies letters from an existing string, starting at the given index.

  • "banana".substring(0) "banana"
  • "banana".substring(2) "nana"
  • "banana".substring(6) ""

If it’s invoked with two arguments, they are treated as a start and end index:

  • "banana".substring(0, 3) "ban"
  • "banana".substring(2, 5) "nan"
  • "banana".substring(6, 6) ""
Searching within strings

The indexOf method searches for a single character (or a substring) in a string and returns the index of the first occurrence. The method returns -1 if there are no occurrences.

  • "banana".indexOf('a') 1
  • "banana".indexOf('a', 2) 3 searches for 'a', starting from position 2
  • "banana".indexOf('x') -1
  • "banana".indexOf("nan") 2 searches for the substring "nan"
Comparing strings

To compare two strings, it is tempting to use the == and != operators.

String name1 = "Alan Turing";
String name2 = "Alan Turing";
System.out.println(name1 == name2);

This code compiles and runs, and most of the time it shows true. But it is not correct. The problem is, , the == operator checks whether the two variables refer to the same object (by comparing the references). If you give it two different string objects that contain the same letters, it is supposed to yield false because they are two distinct objects even if they contain the same text. However, because Java strings are immutable, in some cases (but not always) Java reuses existing string objects instead of creating multiple objects, which can cause the above code to yield true. Therefore, it is not safe to use == to compare strings if your intention is to check if they contain the same text.

The right way to compare strings is with the equals method.

This example invokes equals on name1 and passes name2 as an argument. The equals method returns true if the strings contain the same characters; otherwise it returns false.

if (name1.equals(name2)) {
    System.out.println("The names are the same.");
}

If the strings differ, you can use compareTo to see which comes first in alphabetical order. The return value from compareTo is the difference between the first characters in the strings that differ. If the strings are equal, their difference is zero. If the first string (the one on which the method is invoked) comes first in the alphabet, the difference is negative. Otherwise, the difference is positive.

In this example, compareTo returns positive 8, because the second letter of "Alan" comes 8 letters after the second letter of "Ada".

String name1 = "Alan";
String name2 = "Ada";
int diff = name1.compareTo(name2);
if (diff == 0) {
    System.out.println("The names are the same.");
} else if (diff < 0) {
    System.out.println("name1 comes before name2.");
} else if (diff > 0) {
    System.out.println("name2 comes before name1.");
}

Both equals and compareTo are case-sensitive. The uppercase letters come before the lowercase letters, so "Ada" comes before "ada". To check if two strings are similar irrespective of the differences in case, you can use the equalsIgnoreCase method.

String s1 = "Apple";
String s2 = "apple";
System.out.println(s1.equals(s2)); //false
System.out.println(s1.equalsIgnoreCase(s2)); //true

Some more comparison-related String methods:

  • contains: checks if one string is a sub-string of the other e.g., Snapple and app
  • startsWith: checks if one string has the other as a substring at the beginning e.g., Apple and App
  • endsWith: checks if one string has the other as a substring at the end e.g., Crab and ab
Printing special characters (line breaks, tabs, ...)

You can embed a special character e.g., line break, tab, backspace, etc. in a string using an escape sequence.

Escape sequence meaning
\n newline character
\t tab character
\b backspace character
\f form feed character
\r carriage return character
\" " (double quote) character
\' ' (single quote) character
\\ \ (back slash) character
\uDDDD character from the Unicode character set, by specifying the Unicode as four hex digits in the place of DDDD

An example of using escape sequences to print some special characters.

System.out.println("First line\nSecond \"line\"");

First line
Second "line"

As the behavior of the \n , the recommended way to print a line break is using the System.lineSeparator() as it works the same in all platforms.

Using System.lineSeparator() to print a line break.

System.out.println("First" + System.lineSeparator() + "Second");

First
Second
String formatting

Sometimes programs need to create strings that are formatted in a certain way. String.format takes a format specifier followed by a sequence of values and returns a new string formatted as specified.

The following method returns a time string in 12-hour format. The format specifier \%02d means “two digit integer padded with zeros”, so timeString(19, 5) returns the string "07:05 PM".

public static String timeString(int hour, int minute) {
    String ampm;
    if (hour < 12) {
        ampm = "AM";
        if (hour == 0) {
            hour = 12;  // midnight
        }
    } else {
        ampm = "PM";
        hour = hour - 12;
    }

    // returns "07:05 PM"
    return String.format("%02d:%02d %s", hour, minute, ampm);
}

Wrapper Classes for primitive types

Primitive values (like int, double, and char) do not provide methods.

For example, you can’t call equals on an int:

int i = 5;
System.out.println(i.equals(5));  // compiler error

But for each primitive type, there is a corresponding class in the Java library, called a wrapper class, as given in the table below. They are in the java.lang package i.e., no need to import.

Primitive type Wrapper class
byte Byte
short Short
int Integer
long Long
float Float
double Double
char Character
boolean Boolean

Double d = new Double(2.5);
int i = d.intValue();
System.out.println(d);
System.out.println(i);

2.5
2

Each wrapper class defines constants MIN_VALUE and MAX_VALUE.

Accessing max and min values for integers:

System.out.println(Integer.MIN_VALUE + " : " + Integer.MAX_VALUE);

-2147483648 : 2147483647

Wrapper classes provide methods for strings to other types e.g., Integer.parseInt converts a string to (you guessed it) an integer. The other wrapper classes provide similar methods, like Double.parseDouble and Boolean.parseBoolean.

Integer.parseInt("1234") 1234

Wrapper classes also provide toString, which returns a string representation of a value.

Integer.toString(1234) "1234"

The Arrays class

java.util.Arrays provides methods for working with arrays. One of them, toString, returns a string representation of an array. It also provides a copyOf that copies an array.

Using Arrays.copyOf and Arrays.toString:

int[] a = new int[]{1,2,3,4};

int[] b = Arrays.copyOf(a, 3); // copy first three elements
System.out.println(Arrays.toString(b));

int[] c = Arrays.copyOf(a, a.length); // copy all elements
System.out.println(Arrays.toString(c));

[1, 2, 3]
[1, 2, 3, 4]

The Scanner class

Scanner is a class that provides methods for inputting words, numbers, and other data. Scanner provides a method called nextLine that reads a line of input from the keyboard and returns a String. The following example reads two lines and repeats them back to the user:

import java.util.Scanner;

public class Echo {

    public static void main(String[] args) {
        String line;
        Scanner in = new Scanner(System.in);

        System.out.print("Type something: ");
        line = in.nextLine();
        System.out.println("You said: " + line);

        System.out.print("Type something else: ");
        line = in.nextLine();
        System.out.println("You also said: " + line);
    }
}

Scanner class normally reads inputs as strings but it can read in a specific type of input too.

The code below uses the nextInt method of the Scanner class to read an input as an integer.


Scanner in = new Scanner(System.in);

System.out.print("What is your age? ");
int age = in.nextInt();
in.nextLine();  // read the new-line character that follows the integer
System.out.print("What is your name? ");
String name = in.nextLine();
System.out.printf("Hello %s, age %d\n", name, age);

Note the use of printf method for formatting the output.

Inheritance

Inheritance (Basics)

Given below is an extract from the -- Java Tutorial, with slight adaptations.

A class that is derived from another class is called a subclass (also a derived class, extended class, or child class). The class from which the subclass is derived is called a superclass (also a base class or a parent class).

A subclass inherits all the members (fields, methods, and nested classes) from its superclass. Constructors are not members, so they are not inherited by subclasses, but the constructor of the superclass can be invoked from the subclass.

Every class has one and only one direct superclass (single inheritance), except the Object class, which has no superclass, . In the absence of any other explicit superclass, every class is implicitly a subclass of Object. Classes can be derived from classes that are derived from classes that are derived from classes, and so on, and ultimately derived from the topmost class, Object. Such a class is said to be descended from all the classes in the inheritance chain stretching back to Object. Java does not support multiple inheritance among classes.

The java.lang.Object class defines and implements behavior common to all classes—including the ones that you write. In the Java platform, many classes derive directly from Object, other classes derive from some of those classes, and so on, forming a single hierarchy of classes.

The keyword extends indicates one class inheriting from another.

Here is the sample code for a possible implementation of a Bicycle class and a MountainBike class that is a subclass of the Bicycle:

public class Bicycle {

    public int gear;
    public int speed;

    public Bicycle(int startSpeed, int startGear) {
        gear = startGear;
        speed = startSpeed;
    }

    public void setGear(int newValue) {
        gear = newValue;
    }

    public void applyBrake(int decrement) {
        speed -= decrement;
    }

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

}
public class MountainBike extends Bicycle {

    // the MountainBike subclass adds one field
    public int seatHeight;

    // the MountainBike subclass has one constructor
    public MountainBike(int startHeight, int startSpeed, int startGear) {
        super(startSpeed, startGear);
        seatHeight = startHeight;
    }

    // the MountainBike subclass adds one method
    public void setHeight(int newValue) {
        seatHeight = newValue;
    }
}

A subclass inherits all the fields and methods of the superclass. In the example above, MountainBike inherits all the fields and methods of Bicycle and adds the field seatHeight and a method to set it.

Accessing superclass members

If your method overrides one of its superclass's methods, you can invoke the overridden method through the use of the keyword super. You can also use super to refer to a (although hiding fields is discouraged).

Consider this class, Superclass and a subclass, called Subclass, that overrides printMethod():

public class Superclass {

    public void printMethod() {
        System.out.println("Printed in Superclass.");
    }
}
public class Subclass extends Superclass {

    // overrides printMethod in Superclass
    public void printMethod() {
        super.printMethod();
        System.out.println("Printed in Subclass");
    }
    public static void main(String[] args) {
        Subclass s = new Subclass();
        s.printMethod();
    }
}

Printed in Superclass.
Printed in Subclass

Within Subclass, the simple name printMethod() refers to the one declared in Subclass, which overrides the one in Superclass. So, to refer to printMethod() inherited from Superclass, Subclass must use a qualified name, using super as shown.

Subclass constructors

A subclass constructor can invoke the superclass constructor. Invocation of a superclass constructor must be the first line in the subclass constructor. The syntax for calling a superclass constructor is super() (which invokes the no-argument constructor of the superclass) or super(parameters) (to invoke the superclass constructor with a matching parameter list).

The following example illustrates how to use the super keyword to invoke a superclass's constructor. Recall from the Bicycle example that MountainBike is a subclass of Bicycle. Here is the MountainBike (subclass) constructor that calls the superclass constructor and then adds some initialization code of its own (i.e., seatHeight = startHeight;):

public MountainBike(
        int startHeight, int startSpeed, int startGear) {

    super(startSpeed, startGear);
    seatHeight = startHeight;
}

Note: If a constructor does not explicitly invoke a superclass constructor, the Java compiler automatically inserts a call to the no-argument constructor of the superclass. If the superclass does not have a no-argument constructor, you will get a compile-time error. Object does have such a constructor, so if Object is the only superclass, there is no problem.

Access modifiers (simplified)

Access level modifiers determine whether other classes can use a particular field or invoke a particular method. Given below is a simplified version of Java access modifiers, assuming you have not yet started placing your classes in different packages i.e., all classes are placed in the root level. A full explanation of access modifiers is given in a later topic.

There are two levels of access control:

  1. At the class level:

    • public: the class is visible to all other classes
    • no modifier: same as public

  2. At the member level:

    • public : the member is visible to all other classes
    • protected: same as public
    • no modifier: same as public
    • private: the member is not visible to other classes (but can be accessed in its own class)

The Object class

As you know, all Java objects inherit from the Object class. Let us look at some of the useful methods in the Object class that can be used by other classes.

The toString method

Every class inherits a toString method from the Object class that is used by Java to get a string representation of the object e.g., for printing. By default, it simply returns the type of the object and its address (in hexadecimal).

Suppose you defined a class called Time, to represent a moment in time. If you create a Time object and display it with println:

class Time {
    int hours;
    int minutes;
    int seconds;

    Time(int hours, int minutes, int seconds) {
        this.hours = hours;
        this.minutes = minutes;
        this.seconds = seconds;
    }
}
 Time t = new Time(5, 20, 13);
 System.out.println(t);

Time@80cc7c0 (the address part can vary)

You can override the toString method in your classes to provide a more meaningful string representation of the objects of that class.

Here's an example of overriding the toString method of the Time class:

class Time{

     //...

     @Override
     public String toString() {
         return String.format("%02d:%02d:%02d\n",
                 this.hours, this.minutes, this.seconds);
     }
}
 Time t = new Time(5, 20, 13);
 System.out.println(t);

05:20:13

@Override is an optional annotation you can use to indicate that the method is overriding a method from the parent class.

The equals method

There are two ways to check whether values are equal: the == operator and the equals method. With objects you can use either one, but they are not the same.

  • The == operator checks whether objects are identical; that is, whether they are the same object.
  • The equals method checks whether they are equivalent; that is, whether they have the same value.

The definition of identity is always the same, so the == operator always does the same thing.

Consider the following variables:

Time time1 = new Time(9, 30, 0);
Time time2 = time1;
Time time3 = new Time(9, 30, 0);
  • The assignment operator copies references, so time1 and time2 refer to the same object. Because they are identical, time1 == time2 is true.
  • But time1 and time3 refer to different objects. Because they are not identical, time1 == time3 is false.

By default, the equals method inherited from the Object class does the same thing as ==. As the definition of equivalence is different for different classes, you can override the equals method to define your own criteria for equivalence of objects of your class.

Here's how you can override the equals method of the Time class to provide an equals method that considers two Time objects equivalent as long as they represent the same time of the day:

public class Time {
    int hours;
    int minutes;
    int seconds;

    // ...

    @Override
    public boolean equals(Object o) {
        Time other = (Time) o;
        return this.hours == other.hours
                && this.minutes == other.minutes
                && this.seconds == other.seconds;
    }
}
Time t1 = new Time(5, 20, 13);
Time t2 = new Time(5, 20, 13);
System.out.println(t1 == t2);
System.out.println(t1.equals(t2));

false
true

Note that a proper equals method implementation is more complex than the example above. See the article How to Implement Java’s equals Method Correctly by Nicolai Parlog for a detailed explanation before you implement your own equals method.

Interfaces

The text given in this section borrows some explanations and code examples from the -- Java Tutorial.

In Java, an interface is a reference type, similar to a class, mainly containing method signatures. Defining an interface is similar to creating a new class except it uses the keyword interface in place of class.

Here is an interface named DrivableVehicle that defines methods needed to drive a vehicle.

public interface DrivableVehicle {
    void turn(Direction direction);
    void changeLanes(Direction direction);
    void signalTurn(Direction direction, boolean signalOn);
    // more method signatures
}

Note that the method signatures have no braces ({ }) and are terminated with a semicolon.

Interfaces cannot be instantiated—they can only be implemented by classes. When an instantiable class implements an interface, indicated by the keyword implements, it provides a method body for each of the methods declared in the interface.

Here is how a class CarModelX can implement the DrivableVehicle interface.

public class CarModelX implements DrivableVehicle {

    @Override
    public void turn(Direction direction) {
       // implementation
    }

    // implementation of other methods
}

An interface can be used as a type e.g., DrivableVehicle dv = new CarModelX();.

Interfaces can inherit from other interfaces using the extends keyword, similar to a class inheriting another.

Here is an interface named SelfDrivableVehicle that inherits the DrivableVehicle interface.

public interface SelfDrivableVehicle extends DrivableVehicle {
   void goToAutoPilotMode();
}

Note that the method signatures have no braces and are terminated with a semicolon.

Furthermore, Java allows multiple inheritance among interfaces. A Java interface can inherit multiple other interfaces. A Java class can implement multiple interfaces (and inherit from one class).

The design below is allowed by Java. In case you are not familiar with UML notation used: solid lines indicate normal inheritance; dashed lines indicate interface inheritance; the triangle points to the parent.

  1. Staff interface inherits (note the solid lines) the interfaces TaxPayer and Citizen.
  2. TA class implements both Student interface and the Staff interface.
  3. Because of point 1 above, TA class has to implement all methods in the interfaces TaxPayer and Citizen.
  4. Because of points 1,2,3, a TA is a Staff, is a TaxPayer and is a Citizen.

Interfaces can also contain constants and static methods.

This example adds a constant MAX_SPEED and a static method isSpeedAllowed to the interface DrivableVehicle.

public interface DrivableVehicle {

    int MAX_SPEED = 150;

    static boolean isSpeedAllowed(int speed){
        return speed <= MAX_SPEED;
    }

    void turn(Direction direction);
    void changeLanes(Direction direction);
    void signalTurn(Direction direction, boolean signalOn);
    // more method signatures
}

Interfaces can contain default method implementations and nested types. They are not covered here.

Polymorphism

Java is a strongly-typed language which means the code works with only the object types that it targets.

The following code PetShelter keeps a list of Cat objects and make them speak. The code will not work with any other type, for example, Dog objects.

public class PetShelter {
    private static Cat[] cats = new Cat[]{
            new Cat("Mittens"),
            new Cat("Snowball")};

    public static void main(String[] args) {
        for (Cat c: cats){
            System.out.println(c.speak());
        }
    }
}

Mittens: Meow
Snowball: Meow

The Cat class


This strong-typing can lead to unnecessary verbosity caused by repetitive similar code that do similar things with different object types.

If the PetShelter is to keep both cats and dogs, you'll need two arrays and two loops:

public class PetShelter {
    private static Cat[] cats = new Cat[]{
            new Cat("Mittens"),
            new Cat("Snowball")};
    private static Dog[] dogs = new Dog[]{
            new Dog("Spot")};

    public static void main(String[] args) {
        for (Cat c: cats){
            System.out.println(c.speak());
        }
        for(Dog d: dogs){
            System.out.println(d.speak());
        }
    }
}

Mittens: Meow
Snowball: Meow
Spot: Woof

The Dog class


A better way is to take advantage of polymorphism to write code that targets a superclass so that it works with any subclass objects.

The PetShelter2 uses one data structure to keep both types of animals and one loop to make them speak. The code targets the Animal superclass (assuming Cat and Dog inherits from the Animal class) instead of repeating the code for each animal type.

public class PetShelter2 {
    private static Animal[] animals = new Animal[]{
            new Cat("Mittens"),
            new Cat("Snowball"),
            new Dog("Spot")};

    public static void main(String[] args) {
        for (Animal a: animals){
            System.out.println(a.speak());
        }
    }
}

Mittens: Meow
Snowball: Meow
Spot: Woof

The Animal, Cat, and Dog classes


Explanation: Because Java supports polymorphism, you can store both Cat and Dog objects in an array of Animal objects. Similarly, you can call the speak method on any Animal object (as done in the loop) and yet get different behavior from Cat objects and Dog objects.

Suggestion: try to add an Animal object (e.g., new Animal("Unnamed")) to the animals array and see what happens.

Polymorphic code is better in several ways:

  • It is shorter.
  • It is simpler.
  • It is more flexible (in the above example, the main method will work even if we add more animal types).

Abstract classes and methods

In Java, an abstract method is declared with the keyword abstract and given without an implementation. If a class includes abstract methods, then the class itself must be declared abstract.

The speak method in this Animal class is abstract. Note how the method signature ends with a semicolon and there is no method body. This makes sense as the implementation of the speak method depends on the type of the animal and it is meaningless to provide a common implementation for all animal types.

public abstract class Animal {

    protected String name;

    public Animal(String name){
        this.name = name;
    }
    public abstract String speak();
}

As one method of the class is abstract, the class itself is abstract.

An abstract class is declared with the keyword abstract. Abstract classes can be used as reference type but cannot be instantiated.

This Account class has been declared as abstract although it does not have any abstract methods. Attempting to instantiate Account objects will result in a compile error.

public abstract class Account {

    int number;

    void close(){
        //...
    }
}

Account a; OK to use as a type
a = new Account(); Compile error!

In Java, even a class that does not have any abstract methods can be declared as an abstract class.

When an abstract class is subclassed, the subclass should provide implementations for all of the abstract methods in its superclass or else the subclass must also be declared abstract.

The Feline class below inherits from the abstract class Animal but it does not provide an implementation for the abstract method speak. As a result, the Feline class needs to be abstract too.

public abstract class Feline extends Animal {
    public Feline(String name) {
        super(name);
    }

}

The DomesticCat class inherits the abstract Feline class and provides the implementation for the abstract method speak. As a result, it need not be (but can be) declared as abstract.

public class DomesticCat extends Feline {
    public DomesticCat(String name) {
        super(name);
    }

    @Override
    public String speak() {
        return "Meow";
    }
}
  • Animal a = new Feline("Mittens");
    Compile error! Feline is abstract.
  • Animal a = new DomesticCat("Mittens");
    OK. DomesticCat can be instantiated and assigned to a variable of Animal type (the assignment is allowed by polymorphism).

Exceptions

What are Exceptions?

Given below is an extract from the -- Java Tutorial, with some adaptations.

There are three basic categories of exceptions In Java:

  • Checked exceptions: exceptional conditions that a well-written application should anticipate and recover from. All exceptions are checked exceptions, except for Error, RuntimeException, and their subclasses.

Suppose an application prompts a user for an input file name, then opens the file by passing the name to the constructor for java.io.FileReader. Normally, the user provides the name of an existing, readable file, so the construction of the FileReader object succeeds, and the execution of the application proceeds normally. But sometimes the user supplies the name of a nonexistent file, and the constructor throws java.io.FileNotFoundException. A well-written program will catch this exception and notify the user of the mistake, possibly prompting for a corrected file name.

  • Errors: exceptional conditions that are external to the application, and that the application usually cannot anticipate or recover from. Errors are those exceptions indicated by Error and its subclasses.

Suppose that an application successfully opens a file for input, but is unable to read the file because of a hardware or system malfunction. The unsuccessful read will throw java.io.IOError. An application might choose to catch this exception, in order to notify the user of the problem — but it also might make sense for the program to print a stack trace and exit.

  • Runtime exceptions: conditions that are internal to the application, and that the application usually cannot anticipate or recover from. Runtime exceptions are those indicated by RuntimeException and its subclasses. These usually indicate programming bugs, such as logic errors or improper use of an API.

Consider the application described previously that passes a file name to the constructor for FileReader. If a logic error causes a null to be passed to the constructor, the constructor will throw NullPointerException. The application can catch this exception, but it probably makes more sense to eliminate the bug that caused the exception to occur.

Errors and runtime exceptions are collectively known as unchecked exceptions.

How to use Exceptions

The content below uses extracts from the -- Java Tutorial, with some adaptations.

A program can catch exceptions by using a combination of the try, catch blocks.

  • The try block identifies a block of code in which an exception can occur.
  • The catch block identifies a block of code, known as an exception handler, that can handle a particular type of exception.

The writeList() method below calls a method process() that can cause two type of exceptions. It uses a try-catch construct to deal with each exception.

public void writeList() {
    print("starting method");
    try {
        print("starting process");
        process();
        print("finishing process");

    } catch (IndexOutOfBoundsException e) {
        print("caught IOOBE");

    } catch (IOException e) {
        print("caught IOE");

    }
    print("finishing method");
}

Some possible outputs:

No exceptions IOException IndexOutOfBoundsException
starting method
starting process
finishing process
finishing method
starting method
starting process
finishing process
caught IOE
finishing method
starting method
starting process
finishing process
caught IOOBE
finishing method

You can use a finally block to specify code that is guaranteed to execute with or without the exception. This is the right place to close files, recover resources, and otherwise clean up after the code enclosed in the try block.

The writeList() method below has a finally block:

public void writeList() {
    print("starting method");
    try {
        print("starting process");
        process();
        print("finishing process");

    } catch (IndexOutOfBoundsException e) {
        print("caught IOOBE");

    } catch (IOException e) {
        print("caught IOE");

    } finally {
        // clean up
        print("cleaning up");
    }
    print("finishing method");
}

Some possible outputs:

No exceptions IOException IndexOutOfBoundsException
starting method
starting process
finishing process
cleaning up
finishing method
starting method
starting process
finishing process
caught IOE
cleaning up
finishing method
starting method
starting process
finishing process
caught IOOBE
cleaning up
finishing method
  • The try statement should contain at least one catch block or a finally block and may have multiple catch blocks.

  • The class of the exception object indicates the type of exception thrown. The exception object can contain further information about the error, including an error message.

You can use the throw statement to throw an exception. The throw statement requires a object as the argument.

Here's an example of a throw statement.

if (size == 0) {
    throw new EmptyStackException();
}

In Java, Checked exceptions are subject to the Catch or Specify Requirement: code that might throw checked exceptions must be enclosed by either of the following:

  • A try statement that catches the exception. The try must provide a handler for the exception.
  • A method that specifies that it can throw the exception. The method must provide a throws clause that lists the exception.

Unchecked exceptions are not required to follow to the Catch or Specify Requirement but you can apply the requirement to them too.

Here's an example of a method specifying that it throws certain checked exceptions:

public void writeList() throws IOException, IndexOutOfBoundsException {
    print("starting method");
    process();
    print("finishing method");
}
Some possible outputs:
No exceptions IOException IndexOutOfBoundsException
starting method
finishing method
starting method
finishing method
starting method
finishing method

Java comes with a collection of built-in exception classes that you can use. When they are not enough, it is possible to create your own exception classes.

Generics

What are Generics?

Given below is an extract from the -- Java Tutorial, with some adaptations.

You can use polymorphism to write code that can work with multiple types, but that approach has some shortcomings.

Consider the following Box class. It can be used only for storing Integer objects.

public class BoxForIntegers {
    private Integer x;

    public void set(Integer x) {
        this.x = x;
    }
    public Integer get() {
        return x;
    }
}

To store String objects, another similar class is needed, resulting in the duplication of the entire class. As you can see, if you need to store many different types of objects, you could end up writing many similar classes.

public class BoxForString {
    private String x;

    public void set(String x) {
        this.x = x;
    }
    public String get() {
        return x;
    }
}

One solution for this problem is to use polymorphism i.e., write the Box class to store Object objects.

public class Box {
    private Object x;

    public void set(Object x) {
        this.x = x;
    }
    public Object get() {
        return x;
    }
}

The problem with this solution is, since its methods accept or return an Object, you are free to pass in whatever you want, provided that it is not one of the primitive types. There is no way to verify, at compile time, how the class is used. One part of the code may place an Integer in the box and expect to get Integers out of it, while another part of the code may mistakenly pass in a String, resulting in a runtime error.

Generics enable types (classes and interfaces) to be parameters when defining classes, interfaces and methods. Much like the more familiar , type parameters provide a way for you to re-use the same code with different inputs. The difference is that the inputs to formal parameters are values, while the inputs to type parameters are types.

A generic Box class allows you to define what type of elements will be put in the Box. For example, you can instantiate a Box object to keep Integer elements so that any attempt to put a non-Integer object in that Box object will result in a compile error.

How to use Generics

This section includes extract from the -- Java Tutorial, with some adaptations.

The definition of a generic class includes a type parameter section, delimited by angle brackets (<>). It specifies the type parameters (also called type variables) T1, T2, ..., and Tn. A generic class is defined with the following format:

class name<T1, T2, ..., Tn> { /* ... */ }

Here is a generic Box class. The class declaration Box<T> introduces the type variable, T, which is also used inside the class to refer to the same type.

Using Object as the type:

public class Box {
    private Object x;

    public void set(Object x) {
        this.x = x;
    }

    public Object get() {
        return x;
    }
}

A generic Box using type parameter T:

public class Box<T> {
    private T x;

    public void set(T x) {
        this.x = x;
    }

    public T get() {
        return x;
    }
}

As you can see, all occurrences of Object are replaced by T.

To reference the generic Box class from within your code, you must perform a generic type invocation, which replaces T with some concrete value, such as Integer. It is similar to an ordinary method invocation, but instead of passing an argument to a method, you are passing a type argument enclosed within angle brackets — e.g., <Integer> or <String, Integer> — to the generic class itself. Note that in some cases you can omit the type parameter i.e., <> if the type parameter can be inferred from the context.

Using the generic Box class to store Integer objects:

Box<Integer> integerBox;
integerBox = new Box<>(); // type parameter omitted as it can be inferred
integerBox.set(Integer.valueOf(4));
Integer i = integerBox.get(); // returns an Integer
  • Box<Integer> integerBox; simply declares that integerBox will hold a reference to a "Box of Integer", which is how Box<Integer> is read.
  • integerBox = new Box<>(); instantiates a Box<Integer> class. Note the <> (an empty pair of angle brackets, also called the diamond operator) between the class name and the parenthesis.

The compiler is able to check for type errors when using generic code.

The code below will fail because it creates a Box<String> and then tries to pass Double objects into it.

Box<String> stringBox = new Box<>();
stringBox.set(Double.valueOf(5.0)); //compile error!

A generic class can have multiple type parameters.

The generic OrderedPair class, which implements the generic Pair interface:

public interface Pair<K, V> {
    public K getKey();
    public V getValue();
}
public class OrderedPair<K, V> implements Pair<K, V> {

    private K key;
    private V value;

    public OrderedPair(K key, V value) {
        this.key = key;
        this.value = value;
    }

    public K getKey()	{ return key; }
    public V getValue() { return value; }
}

The following statements create two instantiations of the OrderedPair class:

Pair<String, Integer> p1 = new OrderedPair<>("Even", 8);
Pair<String, String>  p2 = new OrderedPair<>("hello", "world");

The code, new OrderedPair<String, Integer>, instantiates K as a String and V as an Integer. Therefore, the parameter types of OrderedPair's constructor are String and Integer, respectively.

A type variable can be any non-primitive type you specify: any class type, any interface type, any array type, or even another type variable.

By convention, type parameter names are single, uppercase letters. The most commonly used type parameter names are:

  • E - Element (used extensively by the Java Collections Framework)
  • K - Key
  • N - Number
  • T - Type
  • V - Value
  • S, U, V etc. - 2nd, 3rd, 4th types

Collections

The collections framework

This section uses extracts from the -- Java Tutorial, with some adaptations.

A collection — sometimes called a container — is simply an object that groups multiple elements into a single unit. Collections are used to store, retrieve, manipulate, and communicate aggregate data.

Typically, collections represent data items that form a natural group, such as a poker hand (a collection of cards), a mail folder (a collection of letters), or a telephone directory (a mapping of names to phone numbers).

The collections framework is a unified architecture for representing and manipulating collections. It contains the following:

  • Interfaces: These are abstract data types that represent collections. Interfaces allow collections to be manipulated independently of the details of their representation.
    Example: the List<E> interface can be used to manipulate list-like collections which may be implemented in different ways such as ArrayList<E> or LinkedList<E>.

  • Implementations: These are the concrete implementations of the collection interfaces. In essence, they are reusable data structures.
    Example: the ArrayList<E> class implements the List<E> interface while the HashMap<K, V> class implements the Map<K, V> interface.

  • Algorithms: These are the methods that perform useful computations, such as searching and sorting, on objects that implement collection interfaces. The algorithms are said to be polymorphic: that is, the same method can be used on many different implementations of the appropriate collection interface.
    Example: the sort(List<E>) method can sort a collection that implements the List<E> interface.

A well-known example of collections frameworks is the C++ Standard Template Library (STL). Although both are collections frameworks and the syntax look similar, note that there are important philosophical and implementation differences between the two.

The following list describes the core collection interfaces:

  • Collection — the root of the collection hierarchy. A collection represents a group of objects known as its elements. The Collection interface is the least common denominator that all collections implement and is used to pass collections around and to manipulate them when maximum generality is desired. Some types of collections allow duplicate elements, and others do not. Some are ordered and others are unordered. The Java platform doesn't provide any direct implementations of this interface but provides implementations of more specific subinterfaces, such as Set and List. Also see the Collection API.

  • Set — a collection that cannot contain duplicate elements. This interface models the mathematical set abstraction and is used to represent sets, such as the cards comprising a poker hand, the courses making up a student's schedule, or the processes running on a machine. Also see the Set API.

  • List — an ordered collection (sometimes called a sequence). Lists can contain duplicate elements. The user of a List generally has precise control over where in the list each element is inserted and can access elements by their integer index (position). Also see the List API.

  • Queue — a collection used to hold multiple elements prior to processing. Besides basic Collection operations, a Queue provides additional insertion, extraction, and inspection operations. Also see the Queue API.

  • Map — an object that maps keys to values. A Map cannot contain duplicate keys; each key can map to at most one value. Also see the Map API.

  • Others: Deque, SortedSet, SortedMap

The ArrayList class

The ArrayList class is a resizable-array implementation of the List interface. Unlike a normal array, an ArrayList can grow in size as you add more items to it. The example below illustrates some of the useful methods of the ArrayList class using an ArrayList of String objects.

import java.util.ArrayList;

public class ArrayListDemo {

    public static void main(String args[]) {
        ArrayList<String> items = new ArrayList<>();

        System.out.println("Before adding any items:" + items);

        items.add("Apple");
        items.add("Box");
        items.add("Cup");
        items.add("Dart");
        print("After adding four items: " + items);

        items.remove("Box"); // remove item "Box"
        print("After removing Box: " + items);

        items.add(1, "Banana"); // add "Banana" at index 1
        print("After adding Banana: " + items);

        items.add("Egg"); // add "Egg", will be added to the end
        items.add("Cup"); // add another "Cup"
        print("After adding Egg: " + items);

        print("Number of items: " + items.size());

        print("Index of Cup: " + items.indexOf("Cup"));
        print("Index of Zebra: " + items.indexOf("Zebra"));

        print("Item at index 3 is: " + items.get(2));

        print("Do we have a Box?: " + items.contains("Box"));
        print("Do we have an Apple?: " + items.contains("Apple"));

        items.clear();
        print("After clearing: " + items);
    }

    private static void print(String text) {
        System.out.println(text);
    }
}

Before adding any items:[]
After adding four items: [Apple, Box, Cup, Dart]
After removing Box: [Apple, Cup, Dart]
After adding Banana: [Apple, Banana, Cup, Dart]
After adding Egg: [Apple, Banana, Cup, Dart, Egg, Cup]
Number of items: 6
Index of Cup: 2
Index of Zebra: -1
Item at index 3 is: Cup
Do we have a Box?: false
Do we have an Apple?: true
After clearing: []

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The HashMap class

HashMap is an implementation of the Map interface. It allows you to store a collection of key-value pairs. The example below illustrates how to use a HashMap<String, Point> to maintain a list of coordinates and their identifiers e.g., the identifier x1 is used to identify the point 0,0 where x1 is the key and 0,0 is the value.

import java.awt.Point;
import java.util.HashMap;
import java.util.Map;

public class HashMapDemo {
    public static void main(String[] args) {
        HashMap<String, Point> points = new HashMap<>();

        // put the key-value pairs in the HashMap
        points.put("x1", new Point(0, 0));
        points.put("x2", new Point(0, 5));
        points.put("x3", new Point(5, 5));
        points.put("x4", new Point(5, 0));

        // retrieve a value for a key using the get method
        print("Coordinates of x1: " + pointAsString(points.get("x1")));

        // check if a key or a value exists
        print("Key x1 exists? " + points.containsKey("x1"));
        print("Key x1 exists? " + points.containsKey("y1"));
        print("Value (0,0) exists? " + points.containsValue(new Point(0, 0)));
        print("Value (1,2) exists? " + points.containsValue(new Point(1, 2)));

        // update the value of a key to a new value
        points.put("x1", new Point(-1,-1));

        // iterate over the entries
        for (Map.Entry<String, Point> entry : points.entrySet()) {
            print(entry.getKey() + " = " + pointAsString(entry.getValue()));
        }

        print("Number of keys: " + points.size());
        points.clear();
        print("Number of keys after clearing: " + points.size());

    }

    public static String pointAsString(Point p) {
        return "[" + p.x + "," + p.y + "]";
    }

    public static void print(String s) {
        System.out.println(s);
    }
}

Coordinates of x1: [0,0]
Key x1 exists? true
Key x1 exists? false
Value (0,0) exists? true
Value (1,2) exists? false
x1 = [-1,-1]
x2 = [0,5]
x3 = [5,5]
x4 = [5,0]
Number of keys: 4
Number of keys after clearing: 0

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