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Additional Comments from Recent Editions Reviewers
❝Updated to reflect the state of the art in Java technologies; deep and crystal clear explanations. The social-consciousness [Making a Difference]
exercises are something new and refreshing. Nice introduction to Java networking.~—José Antonio González Seco, Parliament of Andalusia
❝An easy-to-read conversational style. Clear code examples propel readers to become proficient in Java.~—Patty Kraft, San Diego State U.
❝The [early] introduction of the class concept is clearly presented. A comprehensive overview of control structures and the pitfalls that befall new
programmers. I applaud the authors for their topical research and illustrative examples. The arrays exercises are sophisticated and interesting. The
clearest explanation of pass-by-value and pass-by-reference that I’ve encountered. A logical progression of inheritance and the rationale for properly
implementing encapsulation in a system involving an inheritance hierarchy. The polymorphism and exception handling discussions are the best I’ve
seen. An excellent strings chapter. I like the [recursion] discussions of the ‘Lo Fractal’ and backtracking (which is useful in computer vision applica-
tions). A good segue into a data structures course.~—Ric Heishman, George Mason University
❝Practical top-down, solution approach to teaching programming basics, covering pseudocode, algorithm development and activity diagrams. Of
immense value to practitioners and students of the object-oriented approach. Demystifies inheritance and polymorphism, and illustrates their use in
getting elegant, simple and maintainable code. The [optional] OO design case study presents the object-oriented approach in a simple manner, from
requirements to Java code.~—Vinod Varma, Astro Infotech Private Limited
❝Easy-to-follow examples provide great teaching opportunities! I like the [optional] graphics track early in the book—the exercises will be fun
for the students. OO design techniques are incorporated throughout. The concept of inheritance is built through examples and is very understandable.
Great examples of polymorphism and interfaces. Great comparison of recursion and iteration. The searching and sorting chapter is just right. A
simplified explanation of Big O—the best I’ve read! I appreciate the coverage of GUI threading issues. Great approach to Java web technologies.~
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explained well.~—Shyamal Mitra, University of Texas at Austin
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engineering process.~—Lance Andersen, Oracle Corporation
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a gentle introduction to Big-O notation—the examples give the code for the algorithms, and output that creates a picture of how the algorithms
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reference. Event handling and layouts are well explained.~—Manjeet Rege, Rochester Institute of Technology
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❝The [optional] OOD ATM case study puts many concepts from previous chapters together in a plan for a large program, showing the object-oriented
design process—the discussion of inheritance and polymorphism is especially good as the authors integrate these into the design.~
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them in Java.~—S. Sivakumar, Astro Infotech Private Limited
❝Comprehensive introduction to Java, now in its eighth major iteration. With clear descriptions, useful tips and hints, and well thought out exercises,
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Foreword xxiii
Preface xxv
Before You Begin xxxix
1 Introduction to Computers, the Internet and Java 1
1.1 Introduction 2
1.2 Hardware and Software 4
1.2.1 Moore’s Law 4
1.2.2 Computer Organization 5
1.3 Data Hierarchy 6
1.4 Machine Languages, Assembly Languages and High-Level Languages 9
1.5 Introduction to Object Technology 10
1.5.1 The Automobile as an Object 10
1.5.2 Methods and Classes 11
1.5.3 Instantiation 11
1.5.4 Reuse 11
1.5.5 Messages and Method Calls 11
1.5.6 Attributes and Instance Variables 11
1.5.7 Encapsulation and Information Hiding 12
1.5.8 Inheritance 12
1.5.9 Interfaces 12
1.5.10 Object-Oriented Analysis and Design (OOAD) 12
1.5.11 The UML (Unified Modeling Language) 13
1.6 Operating Systems 13
1.6.1 Windows—A Proprietary Operating System 13
1.6.2 Linux—An Open-Source Operating System 14
1.6.3 Android 14
1.7 Programming Languages 15
1.8 Java 17
1.9 A Typical Java Development Environment 17
1.10 Test-Driving a Java Application 21
Contents
viii Contents
1.11 Internet and World Wide Web 25
1.11.1 The Internet: A Network of Networks 26
1.11.2 The World Wide Web: Making the Internet User-Friendly 26
1.11.3 Web Services and Mashups 26
1.11.4 Ajax 27
1.11.5 The Internet of Things 27
1.12 Software Technologies 28
1.13 Keeping Up-to-Date with Information Technologies 30
2 Introduction to Java Applications;
Input/Output and Operators 34
2.1 Introduction 35
2.2 Your First Program in Java: Printing a Line of Text 35
2.3 Modifying Your First Java Program 41
2.4 Displaying Text with printf 43
2.5 Another Application: Adding Integers 45
2.5.1 import Declarations 45
2.5.2 Declaring Class Addition 46
2.5.3 Declaring and Creating a Scanner to Obtain User Input from
the Keyboard 46
2.5.4 Declaring Variables to Store Integers 47
2.5.5 Prompting the User for Input 48
2.5.6 Obtaining an int as Input from the User 48
2.5.7 Prompting for and Inputting a Second int 49
2.5.8 Using Variables in a Calculation 49
2.5.9 Displaying the Result of the Calculation 49
2.5.10 Java API Documentation 49
2.6 Memory Concepts 50
2.7 Arithmetic 51
2.8 Decision Making: Equality and Relational Operators 54
2.9 Wrap-Up 58
3 Introduction to Classes, Objects, Methods
and Strings 69
3.1 Introduction 70
3.2 Instance Variables, set Methods and get Methods 71
3.2.1 Account Class with an Instance Variable, a set Method and
a get Method 71
3.2.2 AccountTest Class That Creates and Uses an Object of
Class Account 74
3.2.3 Compiling and Executing an App with Multiple Classes 77
3.2.4 Account UML Class Diagram with an Instance Variable and
set and get Methods 77
3.2.5 Additional Notes on Class AccountTest 78
Contents ix
3.2.6 Software Engineering with private Instance Variables and
public set and get Methods 79
3.3 Primitive Types vs. Reference Types 80
3.4 Account Class: Initializing Objects with Constructors 81
3.4.1 Declaring an Account Constructor for Custom Object Initialization 81
3.4.2 Class AccountTest: Initializing Account Objects When
They’re Created 82
3.5 Account Class with a Balance; Floating-Point Numbers 84
3.5.1 Account Class with a balance Instance Variable of Type double 85
3.5.2 AccountTest Class to Use Class Account 86
3.6 (Optional) GUI and Graphics Case Study: Using Dialog Boxes 90
3.7 Wrap-Up 93
4 Control Statements: Part 1; Assignment,
++ and -- Operators 101
4.1 Introduction 102
4.2 Algorithms 102
4.3 Pseudocode 103
4.4 Control Structures 103
4.5 if Single-Selection Statement 105
4.6 if…else Double-Selection Statement 106
4.7 Student Class: Nested if…else Statements 111
4.8 while Repetition Statement 113
4.9 Formulating Algorithms: Counter-Controlled Repetition 115
4.10 Formulating Algorithms: Sentinel-Controlled Repetition 119
4.11 Formulating Algorithms: Nested Control Statements 126
4.12 Compound Assignment Operators 131
4.13 Increment and Decrement Operators 131
4.14 Primitive Types 134
4.15 (Optional) GUI and Graphics Case Study: Creating Simple Drawings 135
4.16 Wrap-Up 139
5 Control Statements: Part 2; Logical Operators 152
5.1 Introduction 153
5.2 Essentials of Counter-Controlled Repetition 153
5.3 for Repetition Statement 155
5.4 Examples Using the for Statement 159
5.5 do…while Repetition Statement 163
5.6 switch Multiple-Selection Statement 165
5.7 Class AutoPolicy Case Study: Strings in switch Statements 171
5.8 break and continue Statements 174
5.9 Logical Operators 176
5.10 Structured Programming Summary 182
5.11 (Optional) GUI and Graphics Case Study: Drawing Rectangles and Ovals 187
5.12 Wrap-Up 190
x Contents
6 Methods: A Deeper Look 200
6.1 Introduction 201
6.2 Program Modules in Java 201
6.3 static Methods, static Fields and Class Math 203
6.4 Declaring Methods with Multiple Parameters 205
6.5 Notes on Declaring and Using Methods 208
6.6 Method-Call Stack and Stack Frames 209
6.7 Argument Promotion and Casting 210
6.8 Java API Packages 211
6.9 Case Study: Secure Random-Number Generation 213
6.10 Case Study: A Game of Chance; Introducing enum Types 218
6.11 Scope of Declarations 222
6.12 Method Overloading 225
6.13 (Optional) GUI and Graphics Case Study: Colors and Filled Shapes 227
6.14 Wrap-Up 230
7 Arrays and ArrayLists 243
7.1 Introduction 244
7.2 Arrays 245
7.3 Declaring and Creating Arrays 246
7.4 Examples Using Arrays 247
7.4.1 Creating and Initializing an Array 247
7.4.2 Using an Array Initializer 248
7.4.3 Calculating the Values to Store in an Array 249
7.4.4 Summing the Elements of an Array 251
7.4.5 Using Bar Charts to Display Array Data Graphically 251
7.4.6 Using the Elements of an Array as Counters 253
7.4.7 Using Arrays to Analyze Survey Results 254
7.5 Exception Handling: Processing the Incorrect Response 256
7.5.1 The try Statement 256
7.5.2 Executing the catch Block 256
7.5.3 toString Method of the Exception Parameter 257
7.6 Case Study: Card Shuffling and Dealing Simulation 257
7.7 Enhanced for Statement 262
7.8 Passing Arrays to Methods 263
7.9 Pass-By-Value vs. Pass-By-Reference 265
7.10 Case Study: Class GradeBook Using an Array to Store Grades 266
7.11 Multidimensional Arrays 272
7.12 Case Study: Class GradeBook Using a Two-Dimensional Array 275
7.13 Variable-Length Argument Lists 281
7.14 Using Command-Line Arguments 283
7.15 Class Arrays 285
7.16 Introduction to Collections and Class ArrayList 287
7.17 (Optional) GUI and Graphics Case Study: Drawing Arcs 291
7.18 Wrap-Up 294
Contents xi
8 Classes and Objects: A Deeper Look 315
8.1 Introduction 316
8.2 Time Class Case Study 316
8.3 Controlling Access to Members 321
8.4 Referring to the Current Object’s Members with the this Reference 322
8.5 Time Class Case Study: Overloaded Constructors 324
8.6 Default and No-Argument Constructors 330
8.7 Notes on Set and Get Methods 330
8.8 Composition 332
8.9 enum Types 335
8.10 Garbage Collection 337
8.11 static Class Members 338
8.12 static Import 342
8.13 final Instance Variables 343
8.14 Package Access 344
8.15 Using BigDecimal for Precise Monetary Calculations 345
8.16 (Optional) GUI and Graphics Case Study: Using Objects with Graphics 348
8.17 Wrap-Up 352
9 Object-Oriented Programming: Inheritance 360
9.1 Introduction 361
9.2 Superclasses and Subclasses 362
9.3 protected Members 364
9.4 Relationship Between Superclasses and Subclasses 365
9.4.1 Creating and Using a CommissionEmployee Class 365
9.4.2 Creating and Using a BasePlusCommissionEmployee Class 371
9.4.3 Creating a CommissionEmployee–BasePlusCommissionEmployee
Inheritance Hierarchy 376
9.4.4 CommissionEmployee–BasePlusCommissionEmployee
Inheritance Hierarchy Using protected Instance Variables 379
9.4.5 CommissionEmployee–BasePlusCommissionEmployee
Inheritance Hierarchy Using private Instance Variables 382
9.5 Constructors in Subclasses 387
9.6 Class Object 387
9.7 (Optional) GUI and Graphics Case Study: Displaying Text and
Images Using Labels 388
9.8 Wrap-Up 391
10 Object-Oriented Programming:
Polymorphism and Interfaces 395
10.1 Introduction 396
10.2 Polymorphism Examples 398
10.3 Demonstrating Polymorphic Behavior 399
10.4 Abstract Classes and Methods 401
xii Contents
10.5 Case Study: Payroll System Using Polymorphism 404
10.5.1 Abstract Superclass Employee 405
10.5.2 Concrete Subclass SalariedEmployee 407
10.5.3 Concrete Subclass HourlyEmployee 409
10.5.4 Concrete Subclass CommissionEmployee 411
10.5.5 Indirect Concrete Subclass BasePlusCommissionEmployee 413
10.5.6 Polymorphic Processing, Operator instanceof and Downcasting 414
10.6 Allowed Assignments Between Superclass and Subclass Variables 419
10.7 final Methods and Classes 419
10.8 A Deeper Explanation of Issues with Calling Methods from Constructors 420
10.9 Creating and Using Interfaces 421
10.9.1 Developing a Payable Hierarchy 422
10.9.2 Interface Payable 423
10.9.3 Class Invoice 424
10.9.4 Modifying Class Employee to Implement Interface Payable 426
10.9.5 Modifying Class SalariedEmployee for Use in the Payable
Hierarchy 428
10.9.6 Using Interface Payable to Process Invoices and Employees
Polymorphically 430
10.9.7 Some Common Interfaces of the Java API 431
10.10 Java SE 8 Interface Enhancements 432
10.10.1 default Interface Methods 432
10.10.2 static Interface Methods 433
10.10.3 Functional Interfaces 433
10.11 (Optional) GUI and Graphics Case Study: Drawing with Polymorphism 433
10.12 Wrap-Up 436
11 Exception Handling: A Deeper Look 441
11.1 Introduction 442
11.2 Example: Divide by Zero without Exception Handling 443
11.3 Example: Handling ArithmeticExceptions and InputMismatchExceptions 445
11.4 When to Use Exception Handling 451
11.5 Java Exception Hierarchy 451
11.6 finally Block 454
11.7 Stack Unwinding and Obtaining Information from an Exception Object 459
11.8 Chained Exceptions 461
11.9 Declaring New Exception Types 464
11.10 Preconditions and Postconditions 465
11.11 Assertions 465
11.12 try-with-Resources: Automatic Resource Deallocation 467
11.13 Wrap-Up 467
12 GUI Components: Part 1 473
12.1 Introduction 474
Contents xiii
12.2 Java’s Nimbus Look-and-Feel 475
12.3 Simple GUI-Based Input/Output with JOptionPane 476
12.4 Overview of Swing Components 479
12.5 Displaying Text and Images in a Window 481
12.6 Text Fields and an Introduction to Event Handling with Nested Classes 485
12.7 Common GUI Event Types and Listener Interfaces 491
12.8 How Event Handling Works 493
12.9 JButton 495
12.10 Buttons That Maintain State 498
12.10.1 JCheckBox 499
12.10.2 JRadioButton 501
12.11 JComboBox; Using an Anonymous Inner Class for Event Handling 504
12.12 JList 508
12.13 Multiple-Selection Lists 511
12.14 Mouse Event Handling 513
12.15 Adapter Classes 518
12.16 JPanel Subclass for Drawing with the Mouse 522
12.17 Key Event Handling 525
12.18 Introduction to Layout Managers 528
12.18.1 FlowLayout 530
12.18.2 BorderLayout 532
12.18.3 GridLayout 536
12.19 Using Panels to Manage More Complex Layouts 538
12.20 JTextArea 539
12.21 Wrap-Up 542
13 Graphics and Java 2D 555
13.1 Introduction 556
13.2 Graphics Contexts and Graphics Objects 558
13.3 Color Control 559
13.4 Manipulating Fonts 566
13.5 Drawing Lines, Rectangles and Ovals 571
13.6 Drawing Arcs 575
13.7 Drawing Polygons and Polylines 578
13.8 Java 2D API 581
13.9 Wrap-Up 588
14 Strings, Characters and Regular Expressions 596
14.1 Introduction 597
14.2 Fundamentals of Characters and Strings 597
14.3 Class String 598
14.3.1 String Constructors 598
14.3.2 String Methods length, charAt and getChars 599
14.3.3 Comparing Strings 600
xiv Contents
14.3.4 Locating Characters and Substrings in Strings 605
14.3.5 Extracting Substrings from Strings 607
14.3.6 Concatenating Strings 608
14.3.7 Miscellaneous String Methods 608
14.3.8 String Method valueOf 610
14.4 Class StringBuilder 611
14.4.1 StringBuilder Constructors 612
14.4.2 StringBuilder Methods length, capacity, setLength
and ensureCapacity 612
14.4.3 StringBuilder Methods charAt, setCharAt, getChars
and reverse 614
14.4.4 StringBuilder append Methods 615
14.4.5 StringBuilder Insertion and Deletion Methods 617
14.5 Class Character 618
14.6 Tokenizing Strings 623
14.7 Regular Expressions, Class Pattern and Class Matcher 624
14.8 Wrap-Up 633
15 Files, Streams and Object Serialization 644
15.1 Introduction 645
15.2 Files and Streams 645
15.3 Using NIO Classes and Interfaces to Get File and Directory Information 647
15.4 Sequential-Access Text Files 651
15.4.1 Creating a Sequential-Access Text File 651
15.4.2 Reading Data from a Sequential-Access Text File 655
15.4.3 Case Study: A Credit-Inquiry Program 657
15.4.4 Updating Sequential-Access Files 661
15.5 Object Serialization 662
15.5.1 Creating a Sequential-Access File Using Object Serialization 663
15.5.2 Reading and Deserializing Data from a Sequential-Access File 668
15.6 Opening Files with JFileChooser 670
15.7 (Optional) Additional java.io Classes 673
15.7.1 Interfaces and Classes for Byte-Based Input and Output 673
15.7.2 Interfaces and Classes for Character-Based Input and Output 675
15.8 Wrap-Up 676
16 Generic Collections 684
16.1 Introduction 685
16.2 Collections Overview 685
16.3 Type-Wrapper Classes 687
16.4 Autoboxing and Auto-Unboxing 687
16.5 Interface Collection and Class Collections 687
16.6 Lists 688
16.6.1 ArrayList and Iterator 689
16.6.2 LinkedList 691
Contents xv
16.7 Collections Methods 696
16.7.1 Method sort 697
16.7.2 Method shuffle 700
16.7.3 Methods reverse, fill, copy, max and min 702
16.7.4 Method binarySearch 704
16.7.5 Methods addAll, frequency and disjoint 706
16.8 Stack Class of Package java.util 708
16.9 Class PriorityQueue and Interface Queue 710
16.10 Sets 711
16.11 Maps 714
16.12 Properties Class 718
16.13 Synchronized Collections 721
16.14 Unmodifiable Collections 721
16.15 Abstract Implementations 722
16.16 Wrap-Up 722
17 Java SE 8 Lambdas and Streams 729
17.1 Introduction 730
17.2 Functional Programming Technologies Overview 731
17.2.1 Functional Interfaces 732
17.2.2 Lambda Expressions 733
17.2.3 Streams 734
17.3 IntStream Operations 736
17.3.1 Creating an IntStream and Displaying Its Values with the
forEach Terminal Operation 738
17.3.2 Terminal Operations count, min, max, sum and average 739
17.3.3 Terminal Operation reduce 739
17.3.4 Intermediate Operations: Filtering and Sorting IntStream Values 741
17.3.5 Intermediate Operation: Mapping 742
17.3.6 Creating Streams of ints with IntStream Methods range and
rangeClosed 743
17.4 StreamInteger Manipulations 743
17.4.1 Creating a StreamInteger 744
17.4.2 Sorting a Stream and Collecting the Results 745
17.4.3 Filtering a Stream and Storing the Results for Later Use 745
17.4.4 Filtering and Sorting a Stream and Collecting the Results 745
17.4.5 Sorting Previously Collected Results 745
17.5 StreamString Manipulations 746
17.5.1 Mapping Strings to Uppercase Using a Method Reference 747
17.5.2 Filtering Strings Then Sorting Them in Case-Insensitive
Ascending Order 748
17.5.3 Filtering Strings Then Sorting Them in Case-Insensitive
Descending Order 748
17.6 StreamEmployee Manipulations 748
17.6.1 Creating and Displaying a ListEmployee 750
xvi Contents
17.6.2 Filtering Employees with Salaries in a Specified Range 751
17.6.3 Sorting Employees By Multiple Fields 752
17.6.4 Mapping Employees to Unique Last Name Strings 754
17.6.5 Grouping Employees By Department 755
17.6.6 Counting the Number of Employees in Each Department 756
17.6.7 Summing and Averaging Employee Salaries 756
17.7 Creating a StreamString from a File 758
17.8 Generating Streams of Random Values 761
17.9 Lambda Event Handlers 763
17.10 Additional Notes on Java SE 8 Interfaces 763
17.11 Java SE 8 and Functional Programming Resources 764
17.12 Wrap-Up 764
18 Recursion 776
18.1 Introduction 777
18.2 Recursion Concepts 778
18.3 Example Using Recursion: Factorials 779
18.4 Reimplementing Class FactorialCalculator Using Class BigInteger 781
18.5 Example Using Recursion: Fibonacci Series 783
18.6 Recursion and the Method-Call Stack 786
18.7 Recursion vs. Iteration 787
18.8 Towers of Hanoi 789
18.9 Fractals 791
18.9.1 Koch Curve Fractal 791
18.9.2 (Optional) Case Study: Lo Feather Fractal 792
18.10 Recursive Backtracking 801
18.11 Wrap-Up 802
19 Searching, Sorting and Big O 810
19.1 Introduction 811
19.2 Linear Search 812
19.3 Big O Notation 814
19.3.1 O(1) Algorithms 814
19.3.2 O(n) Algorithms 815
19.3.3 O(n2) Algorithms 815
19.3.4 Big O of the Linear Search 816
19.4 Binary Search 816
19.4.1 Binary Search Implementation 817
19.4.2 Efficiency of the Binary Search 820
19.5 Sorting Algorithms 820
19.6 Selection Sort 821
19.6.1 Selection Sort Implementation 821
19.6.2 Efficiency of the Selection Sort 824
19.7 Insertion Sort 824
Contents xvii
19.7.1 Insertion Sort Implementation 825
19.7.2 Efficiency of the Insertion Sort 827
19.8 Merge Sort 827
19.8.1 Merge Sort Implementation 828
19.8.2 Efficiency of the Merge Sort 832
19.9 Big O Summary for This Chapter’s Searching and Sorting Algorithms 833
19.10 Wrap-Up 834
20 Generic Classes and Methods 839
20.1 Introduction 840
20.2 Motivation for Generic Methods 840
20.3 Generic Methods: Implementation and Compile-Time Translation 842
20.4 Additional Compile-Time Translation Issues: Methods That Use a
Type Parameter as the Return Type 845
20.5 Overloading Generic Methods 848
20.6 Generic Classes 849
20.7 Raw Types 856
20.8 Wildcards in Methods That Accept Type Parameters 860
20.9 Wrap-Up 864
21 Custom Generic Data Structures 869
21.1 Introduction 870
21.2 Self-Referential Classes 871
21.3 Dynamic Memory Allocation 871
21.4 Linked Lists 872
21.4.1 Singly Linked Lists 872
21.4.2 Implementing a Generic List Class 873
21.4.3 Generic Classes ListNode and List 878
21.4.4 Class ListTest 878
21.4.5 List Method insertAtFront 878
21.4.6 List Method insertAtBack 879
21.4.7 List Method removeFromFront 880
21.4.8 List Method removeFromBack 881
21.4.9 List Method print 882
21.4.10 Creating Your Own Packages 882
21.5 Stacks 886
21.6 Queues 890
21.7 Trees 893
21.8 Wrap-Up 900
22 GUI Components: Part 2 911
22.1 Introduction 912
22.2 JSlider 912
xviii Contents
22.3 Understanding Windows in Java 916
22.4 Using Menus with Frames 917
22.5 JPopupMenu 925
22.6 Pluggable Look-and-Feel 928
22.7 JDesktopPane and JInternalFrame 933
22.8 JTabbedPane 936
22.9 BoxLayout Layout Manager 938
22.10 GridBagLayout Layout Manager 942
22.11 Wrap-Up 952
23 Concurrency 957
23.1 Introduction 958
23.2 Thread States and Life Cycle 960
23.2.1 New and Runnable States 961
23.2.2 Waiting State 961
23.2.3 Timed Waiting State 961
23.2.4 Blocked State 961
23.2.5 Terminated State 961
23.2.6 Operating-System View of the Runnable State 962
23.2.7 Thread Priorities and Thread Scheduling 962
23.2.8 Indefinite Postponement and Deadlock 963
23.3 Creating and Executing Threads with the Executor Framework 963
23.4 Thread Synchronization 967
23.4.1 Immutable Data 968
23.4.2 Monitors 968
23.4.3 Unsynchronized Mutable Data Sharing 969
23.4.4 Synchronized Mutable Data Sharing—Making Operations Atomic 974
23.5 Producer/Consumer Relationship without Synchronization 976
23.6 Producer/Consumer Relationship: ArrayBlockingQueue 984
23.7 (Advanced) Producer/Consumer Relationship with synchronized,
wait, notify and notifyAll 987
23.8 (Advanced) Producer/Consumer Relationship: Bounded Buffers 994
23.9 (Advanced) Producer/Consumer Relationship: The Lock and
Condition Interfaces 1002
23.10 Concurrent Collections 1009
23.11 Multithreading with GUI: SwingWorker 1011
23.11.1 Performing Computations in a Worker Thread:
Fibonacci Numbers 1012
23.11.2 Processing Intermediate Results: Sieve of Eratosthenes 1018
23.12 sort and parallelSort Timings with the Java SE 8 Date/Time API 1025
23.13 Java SE 8: Sequential vs. Parallel Streams 1027
23.14 (Advanced) Interfaces Callable and Future 1030
23.15 (Advanced) Fork/Join Framework 1034
23.16 Wrap-Up 1034
Contents xix
24 Accessing Databases with JDBC 1045
24.1 Introduction 1046
24.2 Relational Databases 1047
24.3 A books Database 1048
24.4 SQL 1052
24.4.1 Basic SELECT Query 1052
24.4.2 WHERE Clause 1053
24.4.3 ORDER BY Clause 1055
24.4.4 Merging Data from Multiple Tables: INNER JOIN 1056
24.4.5 INSERT Statement 1058
24.4.6 UPDATE Statement 1059
24.4.7 DELETE Statement 1060
24.5 Setting up a Java DB Database 1060
24.5.1 Creating the Chapter’s Databases on Windows 1061
24.5.2 Creating the Chapter’s Databases on Mac OS X 1062
24.5.3 Creating the Chapter’s Databases on Linux 1063
24.6 Manipulating Databases with JDBC 1063
24.6.1 Connecting to and Querying a Database 1063
24.6.2 Querying the books Database 1067
24.7 RowSet Interface 1080
24.8 PreparedStatements 1082
24.9 Stored Procedures 1098
24.10 Transaction Processing 1098
24.11 Wrap-Up 1099
25 JavaFX GUI: Part 1 1107
25.1 Introduction 1108
25.2 JavaFX Scene Builder and the NetBeans IDE 1109
25.3 JavaFX App Window Structure 1110
25.4 Welcome App—Displaying Text and an Image 1111
25.4.1 Creating the App’s Project 1111
25.4.2 NetBeans Projects Window—Viewing the Project Contents 1113
25.4.3 Adding an Image to the Project 1114
25.4.4 Opening JavaFX Scene Builder from NetBeans 1114
25.4.5 Changing to a VBox Layout Container 1115
25.4.6 Configuring the VBox Layout Container 1116
25.4.7 Adding and Configuring a Label 1116
25.4.8 Adding and Configuring an ImageView 1116
25.4.9 Running the Welcome App 1117
25.5 Tip Calculator App—Introduction to Event Handling 1118
25.5.1 Test-Driving the Tip Calculator App 1119
25.5.2 Technologies Overview 1119
25.5.3 Building the App’s GUI 1122
25.5.4 TipCalculator Class 1126
25.5.5 TipCalculatorController Class 1128
xx Contents
25.6 Features Covered in the Online JavaFX Chapters 1133
25.7 Wrap-Up 1134
Chapters on the Web 1141
A Operator Precedence Chart 1143
B ASCII Character Set 1145
C Keywords and Reserved Words 1146
D Primitive Types 1147
E Using the Debugger 1148
E.1 Introduction 1149
E.2 Breakpoints and the run, stop, cont and print Commands 1149
E.3 The print and set Commands 1153
E.4 Controlling Execution Using the step, step up and next Commands 1155
E.5 The watch Command 1158
E.6 The clear Command 1160
E.7 Wrap-Up 1162
Appendices on the Web 1165
Index 1167
Online Chapters and Appendices
Chapters 26–34 and Appendices F–N are PDF documents posted online at the book’s
Companion Website (located at www.pearsonhighered.com/deitel/). See the inside
front cover for information on accessing the Companion Website.
26 JavaFX GUI: Part 2
27 JavaFX Graphics and Multimedia
28 Networking
29 Java Persistence API (JPA)
30 JavaServer™ Faces Web Apps: Part 1
Contents xxi
31 JavaServer™ Faces Web Apps: Part 2
32 REST-Based Web Services
33 (Optional) ATM Case Study, Part 1:
Object-Oriented Design with the UML
34 (Optional) ATM Case Study, Part 2:
Implementing an Object-Oriented Design
F Using the Java API Documentation
G Creating Documentation with javadoc
H Unicode®
I Formatted Output
J Number Systems
K Bit Manipulation
L Labeled break and continue Statements
M UML 2: Additional Diagram Types
N Design Patterns
This page intentionally left blank
I’ve been enamored with Java even prior to its 1.0 release in 1995, and have subsequently
been a Java developer, author, speaker, teacher and Oracle Java Technology Ambassador.
In this journey, it has been my privilege to call Paul Deitel a colleague, and to often lever-
age and recommend his Java How To Program book. In its many editions, this book has
proven to be a great text for college and professional courses that I and others have devel-
oped to teach the Java programming language.
One of the qualities that makes this book a great resource is its thorough and insightful
coverage of Java concepts, including those introduced recently in Java SE 8. Another useful
quality is its treatment of concepts and practices essential to effective software development.
As a long-time fan of this book, I’d like to point out some of the features of this tenth
edition about which I’m most excited:
• An ambitious new chapter on Java lambda expressions and streams. This chapter
starts out with a primer on functional programming, introducing Java lambda ex-
pressions and how to use streams to perform functional programming tasks on
collections.
• Although concurrency has been addressed since the first edition of the book, it is
increasingly important because of multi-core architectures. There are timing ex-
amples—using the new Date/Time API classes introduced in Java SE 8—in the
concurrency chapter that show the performance improvements with multi-core
over single-core.
• JavaFX is Java’s GUI/graphics/multimedia technology moving forward, so it is
nice to see a three-chapter treatment of JavaFX in the Deitel live-code pedagogic
style. One of these chapters is in the printed book and the other two are online.
Please join me in congratulating Paul and Harvey Deitel on their latest edition of a won-
derful resource for computer science students and software developers alike!
James L. Weaver
Java Technology Ambassador
Oracle Corporation
Foreword
This page intentionally left blank
“The chief merit of language is clearness…”
—Galen
Welcome to the Java programming language and Java How to Program, Tenth Edition! This
book presents leading-edge computing technologies for students, instructors and software
developers. It’s appropriate for introductory academic and professional course sequences
based on the curriculum recommendations of the ACM and the IEEE, and for AP Com-
puter Science exam preparation. If you haven’t already done so, please read the back cover
and inside back cover—these concisely capture the essence of the book. In this Preface we
provide more detail.
We focus on software engineering best practices. At the heart of the book is the Deitel
signature “live-code approach”—rather than using code snippets, we present concepts in the
context of complete working programs that run on recent versions of Windows®, OS X®
and Linux®. Each complete code example is accompanied by live sample executions.
Keeping in Touch with the Authors
As you read the book, if you have questions, send an e-mail to us at
and we’ll respond promptly. For updates on this book, visit
subscribe to the Deitel® Buzz Online newsletter at
and join the Deitel social networking communities on
• Facebook® (http://www.deitel.com/deitelfan)
• Twitter® (@deitel)
• Google+™ (http://google.com/+DeitelFan)
• YouTube® (http://youtube.com/DeitelTV)
• LinkedIn® (http://linkedin.com/company/deitel--associates)
Source Code and VideoNotes
All the source code is available at:
and at the book’s Companion Website (which also contains extensive VideoNotes):
deitel@deitel.com
http://www.deitel.com/books/jhtp10
http://www.deitel.com/newsletter/subscribe.html
http://www.deitel.com/books/jhtp10
http://www.pearsonhighered.com/deitel
Preface
xxvi Preface
Modular Organization1
Java How to Program, 10/e, is appropriate for programming courses at various levels, most
notably CS 1 and CS 2 courses and introductory course sequences in related disciplines.
The book’s modular organization helps instructors plan their syllabi:
Introduction
• Chapter 1, Introduction to Computers, the Internet and Java
• Chapter 2, Introduction to Java Applications; Input/Output and Operators
• Chapter 3, Introduction to Classes, Objects, Methods and Strings
Additional Programming Fundamentals
• Chapter 4, Control Statements: Part 1; Assignment, ++ and -- Operators
• Chapter 5, Control Statements: Part 2; Logical Operators
• Chapter 6, Methods: A Deeper Look
• Chapter 7, Arrays and ArrayLists
• Chapter 14, Strings, Characters and Regular Expressions
• Chapter 15, Files, Streams and Object Serialization
Object-Oriented Programming and Object-Oriented Design
• Chapter 8, Classes and Objects: A Deeper Look
• Chapter 9, Object-Oriented Programming: Inheritance
• Chapter 10, Object-Oriented Programming: Polymorphism and Interfaces
• Chapter 11, Exception Handling: A Deeper Look
• (Online) Chapter 33, ATM Case Study, Part 1: Object-Oriented Design with
the UML
• (Online) Chapter 34, ATM Case Study Part 2: Implementing an Object-Orient-
ed Design
Swing Graphical User Interfaces and Java 2D Graphics
• Chapter 12, GUI Components: Part 1
• Chapter 13, Graphics and Java 2D
• Chapter 22, GUI Components: Part 2
Data Structures, Collections, Lambdas and Streams
• Chapter 16, Generic Collections
• Chapter 17, Java SE 8 Lambdas and Streams
• Chapter 18, Recursion
• Chapter 19, Searching, Sorting and Big O
• Chapter 20, Generic Classes and Methods
• Chapter 21, Custom Generic Data Structures
1. The online chapters will be available on the book’s Companion Website for Fall 2014 classes.
New and Updated Features xxvii
Concurrency; Networking
• Chapter 23, Concurrency
• (Online) Chapter 28, Networking
JavaFX Graphical User Interfaces, Graphics and Multimedia
• Chapter 25, JavaFX GUI: Part 1
• (Online) Chapter 26, JavaFX GUI: Part 2
• (Online) Chapter 27, JavaFX Graphics and Multimedia
Database-Driven Desktop and Web Development
• Chapter 24, Accessing Databases with JDBC
• (Online) Chapter 29, Java Persistence API (JPA)
• (Online) Chapter 30, JavaServer™ Faces Web Apps: Part 1
• (Online) Chapter 31, JavaServer™ Faces Web Apps: Part 2
• (Online) Chapter 32, REST-Based Web Services
New and Updated Features
Here are the updates we’ve made for Java How to Program, 10/e:
Java Standard Edition: Java SE 7 and the New Java SE 8
• Easy to use with Java SE 7 or Java SE 8. To meet the needs of our audiences, we
designed the book for college and professional courses based on Java SE 7, Java SE
8 or a mixture of both. The Java SE 8 features are covered in optional, easy-to-
include-or-omit sections. The new Java SE 8 capabilities can dramatically improve
the programming process. Figure 1 lists some new Java SE 8 features that we cover.
Java SE 8 features
Lambda expressions
Type-inference improvements
@FunctionalInterface annotation
Parallel array sorting
Bulk data operations for Java Collections—filter, map and reduce
Library enhancements to support lambdas (e.g., java.util.stream, java.util.function)
Date  Time API (java.time)
Java concurrency API improvements
static and default methods in interfaces
Functional interfaces—interfaces that define only one abstract method and can include
static and default methods
JavaFX enhancements
Fig. 1 | Some new Java SE 8 features.
xxviii Preface
• Java SE 8 lambdas, streams, and interfaces with default and static methods. The
most significant new features in JavaSE 8 are lambdas and complementary technol-
ogies, which we cover in detail in the optional Chapter 17 and optional sections
marked “Java SE 8” in later chapters. In Chapter 17, you’ll see that functional
programming with lambdas and streams can help you write programs faster, more
concisely, more simply, with fewer bugs and that are easier to parallelize (to get per-
formance improvements on multi-core systems) than programs written with previ-
ous techniques. You’ll see that functional programming complements object-
oriented programming. After you read Chapter 17, you’ll be able to cleverly reim-
plement many of the Java SE 7 examples throughout the book (Fig. 2).
• Java SE 7’s try-with-resources statement and the AutoClosable Interface. Auto-
Closable objects reduce the likelihood of resource leaks when you use them with
the try-with-resources statement, which automatically closes the AutoClosable
objects. In this edition, we use try-with-resources and AutoClosable objects as
appropriate starting in Chapter 15, Files, Streams and Object Serialization.
• Java security. We audited our book against the CERT Oracle Secure Coding
Standard for Java as appropriate for an introductory textbook.
See the Secure Java Programming section of this Preface for more information
about CERT.
Pre-Java-SE-8 topics Corresponding Java SE 8 discussions and examples
Chapter 7, Arrays and ArrayLists Sections 17.3–17.4 introduce basic lambda and streams
capabilities that process one-dimensional arrays.
Chapter 10, Object-Oriented Pro-
gramming: Polymorphism and
Interfaces
Section 10.10 introduces the new Java SE 8 interface
features (default methods, static methods and the
concept of functional interfaces) that support func-
tional programming with lambdas and streams.
Chapters 12 and 22, GUI Compo-
nents: Part 1 and 2, respectively
Section 17.9 shows how to use a lambda to implement
a Swing event-listener functional interface.
Chapter 14, Strings, Characters
and Regular Expressions
Section 17.5 shows how to use lambdas and streams to
process collections of String objects.
Chapter 15, Files, Streams and
Object Serialization
Section 17.7 shows how to use lambdas and streams to
process lines of text from a file.
Chapter 23, Concurrency Shows that functional programs are easier to parallelize so
that they can take advantage of multi-core architectures
to enhance performance. Demonstrates parallel stream
processing. Shows that Arrays method parallelSort
improves performance on multi-core architectures when
sorting large arrays.
Chapter 25, JavaFX GUI: Part 1 Section 25.5.5 shows how to use a lambda to imple-
ment a JavaFX event-listener functional interface.
Fig. 2 | Java SE 8 lambdas and streams discussions and examples.
http://bit.ly/CERTOracleSecureJava
New and Updated Features xxix
• Java NIO API. We updated the file-processing examples in Chapter 15 to use
features from the Java NIO (new IO) API.
• Java Documentation. Throughout the book, we provide links to Java documen-
tation where you can learn more about various topics that we present. For Java
SE 7 documentation, the links begin with
and for Java SE 8 documentation, the links begin with
These links could change when Oracle releases Java SE 8—possibly to links begin-
ning with
For any links that change after publication, we’ll post updates at
Swing and JavaFX GUI, Graphics and Multimedia
• Swing GUI and Java 2D graphics. Java’s Swing GUI is discussed in the optional
GUI and graphics sections in Chapters 3–10 and in Chapters 12 and 22. Swing
is now in maintenance mode—Oracle has stopped development and will provide
only bug fixes going forward, however it will remain part of Java and is still widely
used. Chapter 13 discusses Java 2D graphics.
• JavaFX GUI, graphics and multimedia. Java’s GUI, graphics and multimedia
API going forward is JavaFX. In Chapter 25, we use JavaFX 2.2 (released in
2012) with Java SE 7. Our online Chapters 26 and 27—located on the book’s
companion website (see the inside front cover of this book)—present additional
JavaFX GUI features and introduce JavaFX graphics and multimedia in the con-
text of Java FX 8 and Java SE 8. In Chapters 25–27 we use Scene Builder—a
drag-and-drop tool for creating JavaFX GUIs quickly and conveniently. It’s a
standalone tool that you can use separately or with any of the Java IDEs.
• Scalable GUI and graphics presentation. Instructors teaching introductory courses
have a broad choice of the amount of GUI, graphics and multimedia to cover—
from none at all, to optional introductory sections in the early chapters, to a deep
treatment of Swing GUI and Java 2D graphics in Chapters 12, 13 and 22, and a
deep treatment of JavaFX GUI, graphics and multimedia in Chapter 25 and online
Chapters 26–27.
Concurrency
• Concurrency for optimal multi-core performance. In this edition, we were privi-
leged to have as a reviewer Brian Goetz, co-author of Java Concurrency in Practice
(Addison-Wesley). We updated Chapter 23, with Java SE 8 technology and idiom.
We added a parallelSort vs. sort example that uses the Java SE 8 Date/Time API
to time each operation and demonstrate parallelSort’s better performance on a
multi-core system. We include a Java SE 8 parallel vs. sequential stream processing
example, again using the Date/Time API to show performance improvements. Fi-
http://docs.oracle.com/javase/7/
http://download.java.net/jdk8/
http://docs.oracle.com/javase/8/
http://www.deitel.com/books/jhtp10
xxx Preface
nally, we added a Java SE 8 CompletableFuture example that demonstrates se-
quential and parallel execution of long-running calculations.
• SwingWorker class. We use class SwingWorker to create multithreaded user inter-
faces. In online Chapter 26, we show how JavaFX handles concurrency.
• Concurrency is challenging. Programming concurrent applications is difficult and
error-prone. There’s a great variety of concurrency features. We point out the ones
that most people should use and mention those that should be left to the experts.
Getting Monetary Amounts Right
• Monetary amounts. In the early chapters, for convenience, we use type double to
represent monetary amounts. Due to the potential for incorrect monetary calcula-
tions with type double, class BigDecimal (which is a bit more complex) should be
used to represent monetary amounts. We demonstrate BigDecimal in Chapters 8
and 25.
Object Technology
• Object-oriented programming and design. We use an early objects approach, in-
troducing the basic concepts and terminology of object technology in Chapter 1.
Students develop their first customized classes and objects in Chapter 3. Present-
ing objects and classes early gets students “thinking about objects” immediately
and mastering these concepts more thoroughly. [For courses that require a late-
objects approach, consider Java How to Program, 10/e, Late Objects Version.]
• Early objects real-world case studies. The early classes and objects presentation
features Account, Student, AutoPolicy, Time, Employee, GradeBook and Card
shuffling-and-dealing case studies, gradually introducing deeper OO concepts.
• Inheritance, Interfaces, Polymorphism and Composition. We use a series of real-
world case studies to illustrate each of these OO concepts and explain situations
in which each is preferred in building industrial-strength applications.
• Exception handling. We integrate basic exception handling early in the book then
present a deeper treatment in Chapter 11. Exception handling is important for
building “mission-critical” and “business-critical” applications. Programmers
need to be concerned with, “What happens when the component I call on to do
a job experiences difficulty? How will that component signal that it had a prob-
lem?” To use a Java component, you need to know not only how that component
behaves when “things go well,” but also what exceptions that component
“throws” when “things go poorly.”
• Class Arrays and ArrayList. Chapter 7 covers class Arrays—which contains
methods for performing common array manipulations—and class ArrayList—
which implements a dynamically resizable array-like data structure. This follows
our philosophy of getting lots of practice using existing classes while learning how
to define your own classes. The chapter’s rich selection of exercises includes a sub-
stantial project on building your own computer through the technique of soft-
ware simulation. Chapter 21 includes a follow-on project on building your own
compiler that can compile high-level language programs into machine language
code that will execute on your computer simulator.
New and Updated Features xxxi
• Optional Online Case Study: Developing an Object-Oriented Design and Java
Implementation of an ATM. Online Chapters 33–34 include an optional case
study on object-oriented design using the UML (Unified Modeling Lan-
guage™)—the industry-standard graphical language for modeling object-orient-
ed systems. We design and implement the software for a simple automated teller
machine (ATM). We analyze a typical requirements document that specifies the
system to be built. We determine the classes needed to implement that system,
the attributes the classes need to have, the behaviors the classes need to exhibit
and specify how the classes must interact with one another to meet the system re-
quirements. From the design we produce a complete Java implementation. Stu-
dents often report having a “light-bulb moment”—the case study helps them “tie
it all together” and really understand object orientation.
Data Structures and Generic Collections
• Data structures presentation. We begin with generic class ArrayList in Chapter 7.
Our later data structures discussions (Chapters 16–21) provide a deeper treatment
of generic collections—showing how to use the built-in collections of the Java API.
We discuss recursion, which is important for implementing tree-like, data-structure
classes. We discuss popular searching and sorting algorithms for manipulating the
contents of collections, and provide a friendly introduction to Big O—a means of
describing how hard an algorithm might have to work to solve a problem. We then
show how to implement generic methods and classes, and custom generic data struc-
tures (this is intended for computer-science majors—most programmers should use
the pre-built generic collections). Lambdas and streams (introduced in Chapter 17)
are especially useful for working with generic collections.
Database
• JDBC. Chapter 24 covers JDBC and uses the Java DB database management sys-
tem. The chapter introduces Structured Query Language (SQL) and features an
OO case study on developing a database-driven address book that demonstrates
prepared statements.
• Java Persistence API. The new online Chapter 29 covers the Java Persistence API
(JPA)—a standard for object relational mapping (ORM) that uses JDBC “under
the hood.” ORM tools can look at a database’s schema and generate a set of class-
es that enabled you to interact with a database without having to use JDBC and
SQL directly. This speeds database-application development, reduces errors and
produces more portable code.
Web Application Development
• Java Server Faces (JSF). Online Chapters 30–31 have been updated to introduce
the latest JavaServer Faces (JSF) technology, which facilitates building JSF web-
based applications. Chapter 30 includes examples on building web application
GUIs, validating forms and session tracking. Chapter 31 discusses data-driven,
Ajax-enabled JSF applications—the chapter features a database-driven multitier
web address book that allows users to add and search for contacts.
• Web services. Chapter 32 now concentrates on creating and consuming REST-
based web services. The vast majority of today’s web services now use REST.
xxxii Preface
Secure Java Programming
It’s difficult to build industrial-strength systems that stand up to attacks from viruses,
worms, and other forms of “malware.” Today, via the Internet, such attacks can be instan-
taneous and global in scope. Building security into software from the beginning of the de-
velopment cycle can greatly reduce vulnerabilities. We incorporate various secure Java
coding practices (as appropriate for an introductory textbook) into our discussions and
code examples.
The CERT® Coordination Center (www.cert.org) was created to analyze and
respond promptly to attacks. CERT—the Computer Emergency Response Team—is a
government-funded organization within the Carnegie Mellon University Software Engi-
neering Institute™. CERT publishes and promotes secure coding standards for various
popular programming languages to help software developers implement industrial-
strength systems that avoid the programming practices which leave systems open to attack.
We’d like to thank Robert C. Seacord, Secure Coding Manager at CERT and an
adjunct professor in the Carnegie Mellon University School of Computer Science. Mr. Sea-
cord was a technical reviewer for our book, C How to Program, 7/e, where he scrutinized our
C programs from a security standpoint, recommending that we adhere to the CERT C Secure
Coding Standard. This experience influenced our coding practices in C++ How to Program,
9/e and Java How to Program, 10/e as well.
Optional GUI and Graphics Case Study
Students enjoy building GUI and graphics applications. For courses that introduce GUI
and graphics early, we’ve integrated an optional 10-segment introduction to creating
graphics and Swing-based graphical user interfaces (GUIs). The goal of this case study is
to create a simple polymorphic drawing application in which the user can select a shape to
draw, select the characteristics of the shape (such as its color) and use the mouse to draw
the shape. The case study builds gradually toward that goal, with the reader implementing
polymorphic drawing in Chapter 10, adding an event-driven GUI in Chapter 12 and en-
hancing the drawing capabilities in Chapter 13 with Java 2D.
• Section 3.6—Using Dialog Boxes
• Section 4.15—Creating Simple Drawings
• Section 5.11—Drawing Rectangles and Ovals
• Section 6.13—Colors and Filled Shapes
• Section 7.17—Drawing Arcs
• Section 8.16—Using Objects with Graphics
• Section 9.7—Displaying Text and Images Using Labels
• Section 10.11—Drawing with Polymorphism
• Exercise 12.17—Expanding the Interface
• Exercise 13.31—Adding Java2D
Teaching Approach
Java How to Program, 10/e, contains hundreds of complete working examples. We stress
program clarity and concentrate on building well-engineered software.
Teaching Approach xxxiii
VideoNotes. The Companion Website includes extensive VideoNotes in which co-author
Paul Deitel explains in detail most of the programs in the book’s core chapters. Students like
viewing the VideoNotes for reinforcement of core concepts and for additional insights.
Syntax Coloring. For readability, we syntax color all the Java code, similar to the way most
Java integrated-development environments and code editors syntax color code. Our syn-
tax-coloring conventions are as follows:
Code Highlighting. We place yellow rectangles around key code segments.
Using Fonts for Emphasis. We place the key terms and the index’s page reference for each
defining occurrence in bold maroon text for easier reference. We emphasize on-screen
components in the bold Helvetica font (e.g., the File menu) and emphasize Java program
text in the Lucida font (for example, int x = 5;).
Web Access. All of the source-code examples can be downloaded from:
Objectives. The opening quotes are followed by a list of chapter objectives.
Illustrations/Figures. Abundant tables, line drawings, UML diagrams, programs and pro-
gram outputs are included.
Programming Tips. We include programming tips to help you focus on important aspects
of program development. These tips and practices represent the best we’ve gleaned from a
combined seven decades of programming and teaching experience.
comments appear in green
keywords appear in dark blue
errors appear in red
constants and literal values appear in light blue
all other code appears in black
http://www.deitel.com/books/jhtp10
http://www.pearsonhighered.com/deitel
Good Programming Practice
The Good Programming Practices call attention to techniques that will help you pro-
duce programs that are clearer, more understandable and more maintainable.
Common Programming Error
Pointing out these Common Programming Errors reduces the likelihood that you’ll
make them.
Error-Prevention Tip
These tips contain suggestions for exposing bugs and removing them from your programs;
many describe aspects of Java that prevent bugs from getting into programs in the first place.
Performance Tip
These tips highlight opportunities for making your programs run faster or minimizing the
amount of memory that they occupy.
Portability Tip
The Portability Tips help you write code that will run on a variety of platforms.
xxxiv Preface
Summary Bullets. We present a section-by-section bullet-list summary of the chapter. For
ease of reference, we include the page number of each key term’s defining occurrence in
the text.
Self-Review Exercises and Answers. Extensive self-review exercises and answers are includ-
ed for self study. All of the exercises in the optional ATM case study are fully solved.
Exercises. The chapter exercises include:
• simple recall of important terminology and concepts
• What’s wrong with this code?
• What does this code do?
• writing individual statements and small portions of methods and classes
• writing complete methods, classes and programs
• major projects
• in many chapters, Making a Difference exercises that encourage you to use com-
puters and the Internet to research and solve significant social problems.
Exercises that are purely SE 8 are marked as such. Check out our Programming Projects
Resource Center for lots of additional exercise and project possibilities (www.deitel.com/
ProgrammingProjects/).
Index. We’ve included an extensive index. Defining occurrences of key terms are high-
lighted with a bold maroon page number. The print book index mentions only those
terms used in the print book. The online chapters index includes all the print book terms
and the online chapter terms.
Software Used in Java How to Program, 10/e
All the software you’ll need for this book is available free for download from the Internet.
See the Before You Begin section that follows this Preface for links to each download.
We wrote most of the examples in Java How to Program, 10/e, using the free Java Stan-
dard Edition Development Kit (JDK) 7. For the optional Java SE 8 modules, we used the
OpenJDK’s early access version of JDK 8. In Chapter 25 and several online chapters, we
also used the Netbeans IDE. See the Before You Begin section that follows this Preface for
more information. You can find additional resources and software downloads in our Java
Resource Centers at:
Software Engineering Observation
The Software Engineering Observations highlight architectural and design issues that
affect the construction of software systems, especially large-scale systems.
Look-and-Feel Observation
The Look-and-Feel Observations highlight graphical-user-interface conventions. These
observations help you design attractive, user-friendly graphical user interfaces that con-
form to industry norms.
www.deitel.com/ResourceCenters.html
Instructor Supplements xxxv
Instructor Supplements
The following supplements are available to qualified instructors only through Pearson
Education’s Instructor Resource Center (www.pearsonhighered.com/irc):
• PowerPoint® slides containing all the code and figures in the text, plus bulleted
items that summarize key points.
• Test Item File of multiple-choice questions (approximately two per book sec-
tion).
• Solutions Manual with solutions to the vast majority of the end-of-chapter exer-
cises. Before assigning an exercise for homework, instructors should check the
IRC to be sure it includes the solution.
Please do not write to us requesting access to the Pearson Instructor’s Resource Center
which contains the book’s instructor supplements, including the exercise solutions. Ac-
cess is limited strictly to college instructors teaching from the book. Instructors may ob-
tain access only through their Pearson representatives. Solutions are not provided for
“project” exercises.
If you’re not a registered faculty member, contact your Pearson representative or visit
www.pearsonhighered.com/educator/replocator/.
Acknowledgments
We’d like to thank Abbey Deitel and Barbara Deitel for long hours devoted to this project.
We’re fortunate to have worked on this project with the dedicated team of publishing pro-
fessionals at Pearson. We appreciate the guidance, wisdom and energy of Tracy Johnson,
Executive Editor, Computer Science. Tracy and her team handle all of our academic text-
books. Carole Snyder recruited the book’s academic reviewers and managed the review
process. Bob Engelhardt managed the book’s publication. We selected the cover art and
Laura Gardner designed the cover.
Reviewers
We wish to acknowledge the efforts of our recent editions reviewers—a distinguished
group of academics, Oracle Java team members, Oracle Java Champions and other indus-
try professionals. They scrutinized the text and the programs and provided countless sug-
gestions for improving the presentation.
We appreciate the guidance of Jim Weaver and Johan Vos (co-authors of Pro JavaFX
2), and Simon Ritter on the three JavaFX chapters.
Tenth Edition reviewers: Lance Andersen (Oracle Corporation), Dr. Danny Coward
(Oracle Corporation), Brian Goetz (Oracle Corporation), Evan Golub (University of
Maryland), Dr. Huiwei Guan (Professor, Department of Computer  Information Sci-
ence, North Shore Community College), Manfred Riem (Java Champion), Simon Ritter
(Oracle Corporation), Robert C. Seacord (CERT, Software Engineering Institute, Carn-
egie Mellon University), Khallai Taylor (Assistant Professor, Triton College and Adjunct
Professor, Lonestar College—Kingwood), Jorge Vargas (Yumbling and a Java Champion),
Johan Vos (LodgON and Oracle Java Champion) and James L. Weaver (Oracle Corpora-
tion and author of Pro JavaFX 2).
Previous editions reviewers: Soundararajan Angusamy (Sun Microsystems), Joseph
Bowbeer (Consultant), William E. Duncan (Louisiana State University), Diana Franklin
xxxvi Preface
(University of California, Santa Barbara), Edward F. Gehringer (North Carolina State
University), Ric Heishman (George Mason University), Dr. Heinz Kabutz (JavaSpecial-
ists.eu), Patty Kraft (San Diego State University), Lawrence Premkumar (Sun Microsys-
tems), Tim Margush (University of Akron), Sue McFarland Metzger (Villanova
University), Shyamal Mitra (The University of Texas at Austin), Peter Pilgrim (Consul-
tant), Manjeet Rege, Ph.D. (Rochester Institute of Technology), Susan Rodger (Duke
University), Amr Sabry (Indiana University), José Antonio González Seco (Parliament of
Andalusia), Sang Shin (Sun Microsystems), S. Sivakumar (Astra Infotech Private Lim-
ited), Raghavan “Rags” Srinivas (Intuit), Monica Sweat (Georgia Tech), Vinod Varma
(Astra Infotech Private Limited) and Alexander Zuev (Sun Microsystems).
A Special Thank You to Brian Goetz
We were privileged to have Brian Goetz, Oracle’s Java Language Architect and Specifica-
tion Lead for Java SE 8’s Project Lambda, and co-author of Java Concurrency in Practice,
do a detailed full-book review. He thoroughly scrutinized every chapter, providing ex-
tremely helpful insights and constructive comments. Any remaining faults in the book are
our own.
Well, there you have it! As you read the book, we’d appreciate your comments, criti-
cisms, corrections and suggestions for improvement. Please address all correspondence to:
We’ll respond promptly. We hope you enjoy working with Java How to Program, 10/e, as
much as we enjoyed writing it!
Paul and Harvey Deitel
About the Authors
Paul Deitel, CEO and Chief Technical
Officer of Deitel  Associates, Inc., is a
graduate of MIT, where he studied Infor-
mation Technology. He holds the Java
Certified Programmer and Java Certified
Developer designations, and is an Oracle
Java Champion. Through Deitel  Asso-
ciates, Inc., he has delivered hundreds of programming courses worldwide to clients, in-
cluding Cisco, IBM, Siemens, Sun Microsystems, Dell, Fidelity, NASA at the Kennedy
Space Center, the National Severe Storm Laboratory, White Sands Missile Range, Rogue
Wave Software, Boeing, SunGard Higher Education, Nortel Networks, Puma, iRobot,
Invensys and many more. He and his co-author, Dr. Harvey M. Deitel, are the world’s
best-selling programming-language textbook/professional book/video authors.
Dr. Harvey Deitel, Chairman and Chief Strategy Officer of Deitel  Associates, Inc.,
has over 50 years of experience in the computer field. Dr. Deitel earned B.S. and M.S.
degrees in Electrical Engineering from MIT and a Ph.D. in Mathematics from Boston
University. He has extensive college teaching experience, including earning tenure and
serving as the Chairman of the Computer Science Department at Boston College before
founding Deitel  Associates, Inc., in 1991 with his son, Paul. The Deitels’ publications
deitel@deitel.com
About Deitel®  Associates, Inc. xxxvii
have earned international recognition, with translations published in Japanese, German,
Russian, Spanish, French, Polish, Italian, Simplified Chinese, Traditional Chinese,
Korean, Portuguese, Greek, Urdu and Turkish. Dr. Deitel has delivered hundreds of pro-
gramming courses to corporate, academic, government and military clients.
About Deitel®  Associates, Inc.
Deitel  Associates, Inc., founded by Paul Deitel and Harvey Deitel, is an internationally
recognized authoring and corporate training organization, specializing in computer pro-
gramming languages, object technology, mobile app development and Internet and web
software technology. The company’s training clients include many of the world’s largest
companies, government agencies, branches of the military, and academic institutions. The
company offers instructor-led training courses delivered at client sites worldwide on major
programming languages and platforms, including Java™, Android app development,
Objective-C and iOS app development, C++, C, Visual C#®, Visual Basic®, Visual C++®,
Python®, object technology, Internet and web programming and a growing list of addi-
tional programming and software development courses.
Through its 39-year publishing partnership with Pearson/Prentice Hall, Deitel 
Associates, Inc., publishes leading-edge programming textbooks and professional books in
print and a wide range of e-book formats, and LiveLessons video courses. Deitel  Associ-
ates, Inc. and the authors can be reached at:
To learn more about Deitel’s Dive-Into® Series Corporate Training curriculum, visit:
To request a proposal for worldwide on-site, instructor-led training at your organization,
e-mail deitel@deitel.com.
Individuals wishing to purchase Deitel books and LiveLessons video training can do so
through www.deitel.com. Bulk orders by corporations, the government, the military and
academic institutions should be placed directly with Pearson. For more information, visit
deitel@deitel.com
http://www.deitel.com/training
http://www.informit.com/store/sales.aspx
This page intentionally left blank
Before You
Begin
This section contains information you should review before using this book. Any updates
to the information presented here will be posted at:
In addition, we provide Dive-Into® videos (which will be available in time for Fall 2014
classes) that demonstrate the instructions in this Before You Begin section.
Font and Naming Conventions
We use fonts to distinguish between on-screen components (such as menu names and
menu items) and Java code or commands. Our convention is to emphasize on-screen com-
ponents in a sans-serif bold Helvetica font (for example, File menu) and to emphasize Java
code and commands in a sans-serif Lucida font (for example, System.out.println()).
Software Used in the Book
All the software you’ll need for this book is available free for download from the web. With
the exception of the examples that are specific to Java SE 8, all of the examples were tested
with the Java SE 7 and Java SE 8 Java Standard Edition Development Kits (JDKs).
Java Standard Edition Development Kit 7 (JDK 7)
JDK 7 for Windows, OS X and Linux platforms is available from:
Java Standard Edition Development Kit (JDK) 8
At the time of this publication, the near-final version of JDK 8 for Windows, OS X and
Linux platforms was available from:
Once JDK 8 is released as final, it will be available from:
JDK Installation Instructions
After downloading the JDK installer, be sure to carefully follow the JDK installation in-
structions for your platform at:
Though these instructions are for JDK 7, they also apply to JDK 8—you’ll need to update
the JDK version number in any version-specific instructions.
http://www.deitel.com/books/jhtp10
http://www.oracle.com/technetwork/java/javase/downloads/index.html
https://jdk8.java.net/download.html
http://www.oracle.com/technetwork/java/javase/downloads/index.html
http://docs.oracle.com/javase/7/docs/webnotes/install/index.html
xl Before You Begin
Setting the PATH Environment Variable
The PATH environment variable on your computer designates which directories the com-
puter searches when looking for applications, such as the applications that enable you to
compile and run your Java applications (called javac and java, respectively). Carefully fol-
low the installation instructions for Java on your platform to ensure that you set the PATH envi-
ronment variable correctly. The steps for setting environment variables differ by operating
system and sometimes by operating system version (e.g., Windows 7 vs. Windows 8). In-
structions for various platforms are listed at:
If you do not set the PATH variable correctly on Windows and some Linux installations,
when you use the JDK’s tools, you’ll receive a message like:
In this case, go back to the installation instructions for setting the PATH and recheck your
steps. If you’ve downloaded a newer version of the JDK, you may need to change the name
of the JDK’s installation directory in the PATH variable.
JDK Installation Directory and the bin Subdirectory
The JDK’s installation directory varies by platform. The directories listed below are for
Oracle’s JDK 7 update 51:
• 32-bit JDK on Windows:
C:Program Files (x86)Javajdk1.7.0_51
• 64-bit JDK on Windows:
C:Program FilesJavajdk1.7.0_51
• Mac OS X:
/Library/Java/JavaVirtualMachines/jdk1.7.0_51.jdk/Contents/Home
• Ubuntu Linux:
/usr/lib/jvm/java-7-oracle
Depending on your platform, the JDK installation folder’s name might differ if you’re us-
ing a different update of JDK 7 or using JDK 8. For Linux, the install location depends
on the installer you use and possibly the version of Linux that you use. We used Ubuntu
Linux. The PATH environment variable must point to the JDK installation directory’s bin
subdirectory.
When setting the PATH, be sure to use the proper JDK-installation-directory name for
the specific version of the JDK you installed—as newer JDK releases become available, the
JDK-installation-directory name changes to include an update version number. For
example, at the time of this writing, the most recent JDK 7 release was update 51. For this
version, the JDK-installation-directory name ends with _51.
Setting the CLASSPATH Environment Variable
If you attempt to run a Java program and receive a message like
http://www.java.com/en/download/help/path.xml
'java' is not recognized as an internal or external command,
operable program or batch file.
Exception in thread main java.lang.NoClassDefFoundError: YourClass
Setting the JAVA_HOME Environment Variable xli
then your system has a CLASSPATH environment variable that must be modified. To fix the
preceding error, follow the steps in setting the PATH environment variable, to locate the
CLASSPATH variable, then edit the variable’s value to include the local directory—typically
represented as a dot (.). On Windows add
at the beginning of the CLASSPATH’s value (with no spaces before or after these characters).
On other platforms, replace the semicolon with the appropriate path separator charac-
ters—typically a colon (:).
Setting the JAVA_HOME Environment Variable
The Java DB database software that you’ll use in Chapter 24 and several online chapters
requires you to set the JAVA_HOME environment variable to your JDK’s installation direc-
tory. The same steps you used to set the PATH may also be used to set other environment
variables, such as JAVA_HOME.
Java Integrated Development Environments (IDEs)
There are many Java integrated development environments that you can use for Java pro-
gramming. For this reason, we used only the JDK command-line tools for most of the
book’s examples. We provide Dive-Into® videos (which will be available in time for Fall
2014 classes) that show how to download, install and use three popular IDEs—NetBeans,
Eclipse and IntelliJ IDEA. We use NetBeans in Chapter 25 and several of the book’s on-
line chapters.
NetBeans Downloads
You can download the JDK/NetBeans bundle from:
The NetBeans version that’s bundled with the JDK is for Java SE development. The on-
line JavaServer Faces (JSF) chapters and web services chapter use the Java Enterprise Edi-
tion (Java EE) version of NetBeans, which you can download from:
This version supports both Java SE and Java EE development.
Eclipse Downloads
You can download the Eclipse IDE from:
For Java SE development choose the Eclipse IDE for Java Developers. For Java Enterprise
Edition (Java EE) development (such as JSF and web services), choose the Eclipse IDE for
Java EE Developers—this version supports both Java SE and Java EE development.
IntelliJ IDEA Community Edition Downloads
You can download the free IntelliJ IDEA Community Edition from:
The free version supports only Java SE development.
.;
http://www.oracle.com/technetwork/java/javase/downloads/index.html
https://netbeans.org/downloads/
https://www.eclipse.org/downloads/
http://www.jetbrains.com/idea/download/index.html
xlii Before You Begin
Obtaining the Code Examples
The examples for Java How to Program, 10/e are available for download at
under the heading Download Code Examples and Other Premium Content. The examples
are also available from
When you download the ZIP archive file, write down the location where you choose to
save it on your computer.
Extract the contents of examples.zip using a ZIP extraction tool such as 7-Zip
(www.7-zip.org), WinZip (www.winzip.com) or the built-in capabilities of your operating
system. Instructions throughout the book assume that the examples are located at:
• C:examples on Windows
• your user account home folder’s examples subfolder on Linux
• your Documents folders examples subfolder on Mac OS X
Java’s Nimbus Look-and-Feel
Java comes bundled with a cross-platform look-and-feel known as Nimbus. For programs
with Swing graphical user interfaces (e.g., Chapters 12 and 22), we configured our test
computers to use Nimbus as the default look-and-feel.
To set Nimbus as the default for all Java applications, you must create a text file
named swing.properties in the lib folder of both your JDK installation folder and your
JRE installation folder. Place the following line of code in the file:
For more information on locating these folders visit http://docs.oracle.com/javase/
7/docs/webnotes/install/index.html. [Note: In addition to the standalone JRE, there’s
a JRE nested in your JDK’s installation folder. If you’re using an IDE that depends on the
JDK (e.g., NetBeans), you may also need to place the swing.properties file in the nested
jre folder’s lib folder.]
You’re now ready to begin your Java studies with Java How to Program, 10/e. We hope
you enjoy the book!
http://www.deitel.com/books/jhtp10/
http://www.pearsonhighered.com/deitel
swing.defaultlaf=com.sun.java.swing.plaf.nimbus.NimbusLookAndFeel
1
Introduction to Computers,
the Internet and Java
Man is still the most
extraordinary computer of all.
—John F. Kennedy
Good design is good business.
—Thomas J. Watson, Founder of IBM
O b j e c t i v e s
In this chapter you’ll:
■ Learn about exciting recent
developments in the
computer field.
■ Learn computer hardware,
software and networking
basics.
■ Understand the data
hierarchy.
■ Understand the different
types of programming
languages.
■ Understand the importance
of Java and other leading
programming languages.
■ Understand object-oriented
programming basics.
■ Learn the importance of the
Internet and the web.
■ Learn a typical Java program-
development environment.
■ Test-drive a Java application.
■ Learn some key recent
software technologies.
■ See how to keep up-to-date
with information
technologies.
2 Chapter 1 Introduction to Computers, the Internet and Java
1.1 Introduction
Welcome to Java—one of the world’s most widely used computer programming languag-
es. You’re already familiar with the powerful tasks computers perform. Using this text-
book, you’ll write instructions commanding computers to perform those tasks. Software
(i.e., the instructions you write) controls hardware (i.e., computers).
You’ll learn object-oriented programming—today’s key programming methodology.
You’ll create and work with many software objects.
For many organizations, the preferred language for meeting their enterprise program-
ming needs is Java. Java is also widely used for implementing Internet-based applications
and software for devices that communicate over a network.
Forrester Research predicts more than two billion PCs will be in use by 2015.1
According to Oracle, 97% of enterprise desktops, 89% of PC desktops, three billion
devices (Fig. 1.1) and 100% of all Blu-ray Disc™ players run Java, and there are over 9
million Java developers.2
According to a study by Gartner, mobile devices will continue to outpace PCs as users’
primary computing devices; an estimated 1.96 billion smartphones and 388 million tablets
will be shipped in 2015—8.7 times the number of PCs.3 By 2018, the mobile applications
1.1 Introduction
1.2 Hardware and Software
1.2.1 Moore’s Law
1.2.2 Computer Organization
1.3 Data Hierarchy
1.4 Machine Languages, Assembly
Languages and High-Level Languages
1.5 Introduction to Object Technology
1.5.1 The Automobile as an Object
1.5.2 Methods and Classes
1.5.3 Instantiation
1.5.4 Reuse
1.5.5 Messages and Method Calls
1.5.6 Attributes and Instance Variables
1.5.7 Encapsulation and Information Hiding
1.5.8 Inheritance
1.5.9 Interfaces
1.5.10 Object-Oriented Analysis and Design
(OOAD)
1.5.11 The UML (Unified Modeling
Language)
1.6 Operating Systems
1.6.1 Windows—A Proprietary Operating
System
1.6.2 Linux—An Open-Source Operating
System
1.6.3 Android
1.7 Programming Languages
1.8 Java
1.9 A Typical Java Development
Environment
1.10 Test-Driving a Java Application
1.11 Internet and World Wide Web
1.11.1 The Internet: A Network of Networks
1.11.2 The World Wide Web: Making the
Internet User-Friendly
1.11.3 Web Services and Mashups
1.11.4 Ajax
1.11.5 The Internet of Things
1.12 Software Technologies
1.13 Keeping Up-to-Date with
Information Technologies
Self-Review Exercises | Answers to Self-Review Exercises | Exercises | Making a Difference
1. http://www.worldometers.info/computers.
2. http://www.oracle.com/technetwork/articles/java/javaone12review-1863742.html.
3. http://www.gartner.com/newsroom/id/2645115.
1.1 Introduction 3
(apps) market is expected to reach $92 billion.4 This is creating significant career opportu-
nities for people who program mobile applications, many of which are programmed in Java
(see Section 1.6.3).
Java Standard Edition
Java has evolved so rapidly that this tenth edition of Java How to Program—based on Java
Standard Edition 7 (Java SE 7) and Java Standard Edition 8 (Java SE 8)—was published
just 17 years after the first edition. Java Standard Edition contains the capabilities needed
to develop desktop and server applications. The book can be used with either Java SE 7 or
Java SE 8 (released just after this book was published). All of the Java SE 8 features are
discussed in modular, easy-to-include-or-omit sections throughout the book.
Prior to Java SE 8, Java supported three programming paradigms—procedural pro-
gramming, object-oriented programming and generic programming. Java SE 8 adds functional
programming. In Chapter 17, we’ll show how to use functional programming to write pro-
grams faster, more concisely, with fewer bugs and that are easier to parallelize (i.e., perform
multiple calculations simultaneously) to take advantage of today’s multi-core hardware
architectures to enhance application performance.
Java Enterprise Edition
Java is used in such a broad spectrum of applications that it has two other editions. The
Java Enterprise Edition (Java EE) is geared toward developing large-scale, distributed net-
working applications and web-based applications. In the past, most computer applications
ran on “standalone” computers (computers that were not networked together). Today’s
applications can be written with the aim of communicating among the world’s computers
via the Internet and the web. Later in this book we discuss how to build such web-based
applications with Java.
Devices
Airplane systems ATMs Automobile infotainment systems
Blu-ray Disc™ players Cable boxes Copiers
Credit cards CT scanners Desktop computers
e-Readers Game consoles GPS navigation systems
Home appliances Home security systems Light switches
Lottery terminals Medical devices Mobile phones
MRIs Parking payment stations Printers
Transportation passes Robots Routers
Smart cards Smart meters Smartpens
Smartphones Tablets Televisions
TV set-top boxes Thermostats Vehicle diagnostic systems
Fig. 1.1 | Some devices that use Java.
4. https://www.abiresearch.com/press/tablets-will-generate-35-of-this-years-25-
billion-.
4 Chapter 1 Introduction to Computers, the Internet and Java
Java Micro Edition
The Java Micro Edition (Java ME)—a subset of Java SE—is geared toward developing
applications for resource-constrained embedded devices, such as smartwatches, MP3 play-
ers, television set-top boxes, smart meters (for monitoring electric energy usage) and more.
1.2 Hardware and Software
Computers can perform calculations and make logical decisions phenomenally faster than
human beings can. Many of today’s personal computers can perform billions of calcula-
tions in one second—more than a human can perform in a lifetime. Supercomputers are
already performing thousands of trillions (quadrillions) of instructions per second! China’s
National University of Defense Technology’s Tianhe-2 supercomputer can perform over
33 quadrillion calculations per second (33.86 petaflops)!5 To put that in perspective, the
Tianhe-2 supercomputer can perform in one second about 3 million calculations for every per-
son on the planet! And—these supercomputing “upper limits” are growing quickly.
Computers process data under the control of sequences of instructions called com-
puter programs. These software programs guide the computer through ordered actions
specified by people called computer programmers. In this book, you’ll learn a key pro-
gramming methodology that’s enhancing programmer productivity, thereby reducing
software development costs—object-oriented programming.
A computer consists of various devices referred to as hardware (e.g., the keyboard,
screen, mouse, hard disks, memory, DVD drives and processing units). Computing costs
are dropping dramatically, owing to rapid developments in hardware and software technol-
ogies. Computers that might have filled large rooms and cost millions of dollars decades
ago are now inscribed on silicon chips smaller than a fingernail, costing perhaps a few dol-
lars each. Ironically, silicon is one of the most abundant materials on Earth—it’s an ingre-
dient in common sand. Silicon-chip technology has made computing so economical that
computers have become a commodity.
1.2.1 Moore’s Law
Every year, you probably expect to pay at least a little more for most products and services.
The opposite has been the case in the computer and communications fields, especially
with regard to the hardware supporting these technologies. For many decades, hardware
costs have fallen rapidly.
Every year or two, the capacities of computers have approximately doubled inexpen-
sively. This remarkable trend often is called Moore’s Law, named for the person who iden-
tified it in the 1960s, Gordon Moore, co-founder of Intel—the leading manufacturer of
the processors in today’s computers and embedded systems. Moore’s Law and related
observations apply especially to the amount of memory that computers have for programs,
the amount of secondary storage (such as disk storage) they have to hold programs and
data over longer periods of time, and their processor speeds—the speeds at which they exe-
cute their programs (i.e., do their work).
5. http://www.top500.org/.
1.2 Hardware and Software 5
Similar growth has occurred in the communications field—costs have plummeted as
enormous demand for communications bandwidth (i.e., information-carrying capacity)
has attracted intense competition. We know of no other fields in which technology
improves so quickly and costs fall so rapidly. Such phenomenal improvement is truly fos-
tering the Information Revolution.
1.2.2 Computer Organization
Regardless of differences in physical appearance, computers can be envisioned as divided
into various logical units or sections (Fig. 1.2).
Logical unit Description
Input unit This “receiving” section obtains information (data and computer programs)
from input devices and places it at the disposal of the other units for pro-
cessing. Most user input is entered into computers through keyboards,
touch screens and mouse devices. Other forms of input include receiving
voice commands, scanning images and barcodes, reading from secondary
storage devices (such as hard drives, DVD drives, Blu-ray Disc™ drives and
USB flash drives—also called “thumb drives” or “memory sticks”), receiving
video from a webcam and having your computer receive information from
the Internet (such as when you stream videos from YouTube® or download
e-books from Amazon). Newer forms of input include position data from a
GPS device, and motion and orientation information from an accelerometer
(a device that responds to up/down, left/right and forward/backward accel-
eration) in a smartphone or game controller (such as Microsoft® Kinect®
and Xbox®, Wii™ Remote and Sony® PlayStation® Move).
Output unit This “shipping” section takes information the computer has processed and
places it on various output devices to make it available for use outside the
computer. Most information that’s output from computers today is dis-
played on screens (including touch screens), printed on paper (“going
green” discourages this), played as audio or video on PCs and media players
(such as Apple’s iPods) and giant screens in sports stadiums, transmitted
over the Internet or used to control other devices, such as robots and “intel-
ligent” appliances. Information is also commonly output to secondary stor-
age devices, such as hard drives, DVD drives and USB flash drives. A
popular recent form of output is smartphone vibration.
Memory unit This rapid-access, relatively low-capacity “warehouse” section retains
information that has been entered through the input unit, making it
immediately available for processing when needed. The memory unit also
retains processed information until it can be placed on output devices by
the output unit. Information in the memory unit is volatile—it’s typically
lost when the computer’s power is turned off. The memory unit is often
called either memory, primary memory or RAM (Random Access Mem-
ory). Main memories on desktop and notebook computers contain as much
as 128 GB of RAM. GB stands for gigabytes; a gigabyte is approximately
one billion bytes. A byte is eight bits. A bit is either a 0 or a 1.
Fig. 1.2 | Logical units of a computer. (Part 1 of 2.)
6 Chapter 1 Introduction to Computers, the Internet and Java
1.3 Data Hierarchy
Data items processed by computers form a data hierarchy that becomes larger and more
complex in structure as we progress from the simplest data items (called “bits”) to richer
ones, such as characters and fields. Figure 1.3 illustrates a portion of the data hierarchy.
Bits
The smallest data item in a computer can assume the value 0 or the value 1. It’s called a
bit (short for “binary digit”—a digit that can assume one of two values). Remarkably, the
impressive functions performed by computers involve only the simplest manipulations of
0s and 1s—examining a bit’s value, setting a bit’s value and reversing a bit’s value (from 1 to
0 or from 0 to 1).
Characters
It’s tedious for people to work with data in the low-level form of bits. Instead, they prefer
to work with decimal digits (0–9), letters (A–Z and a–z), and special symbols (e.g., $, @, %,
Arithmetic
and logic unit
(ALU)
This “manufacturing” section performs calculations, such as addition, sub-
traction, multiplication and division. It also contains the decision mecha-
nisms that allow the computer, for example, to compare two items from the
memory unit to determine whether they’re equal. In today’s systems, the
ALU is implemented as part of the next logical unit, the CPU.
Central
processing
unit (CPU)
This “administrative” section coordinates and supervises the operation of
the other sections. The CPU tells the input unit when information should
be read into the memory unit, tells the ALU when information from the
memory unit should be used in calculations and tells the output unit when
to send information from the memory unit to certain output devices. Many
of today’s computers have multiple CPUs and, hence, can perform many
operations simultaneously. A multi-core processor implements multiple
processors on a single integrated-circuit chip—a dual-core processor has two
CPUs and a quad-core processor has four CPUs. Today’s desktop computers
have processors that can execute billions of instructions per second.
Secondary
storage unit
This is the long-term, high-capacity “warehousing” section. Programs or
data not actively being used by the other units normally are placed on sec-
ondary storage devices (e.g., your hard drive) until they’re again needed,
possibly hours, days, months or even years later. Information on secondary
storage devices is persistent—it’s preserved even when the computer’s power
is turned off. Secondary storage information takes much longer to access
than information in primary memory, but its cost per unit is much less.
Examples of secondary storage devices include hard drives, DVD drives and
USB flash drives, some of which can hold over 2 TB (TB stands for tera-
bytes; a terabyte is approximately one trillion bytes). Typical hard drives on
desktop and notebook computers hold up to 2 TB, and some desktop hard
drives can hold up to 4 TB.
Logical unit Description
Fig. 1.2 | Logical units of a computer. (Part 2 of 2.)
1.3 Data Hierarchy 7
, *, (, ), –, +, , :, ? and /). Digits, letters and special symbols are known as characters.
The computer’s character set is the set of all the characters used to write programs and
represent data items. Computers process only 1s and 0s, so a computer’s character set rep-
resents every character as a pattern of 1s and 0s. Java uses Unicode® characters that are
composed of one, two or four bytes (8, 16 or 32 bits). Unicode contains characters for
many of the world’s languages. See Appendix H for more information on Unicode. See
Appendix B for more information on the ASCII (American Standard Code for Informa-
tion Interchange) character set—the popular subset of Unicode that represents uppercase
and lowercase letters, digits and some common special characters.
Fields
Just as characters are composed of bits, fields are composed of characters or bytes. A field
is a group of characters or bytes that conveys meaning. For example, a field consisting of
uppercase and lowercase letters can be used to represent a person’s name, and a field con-
sisting of decimal digits could represent a person’s age.
Records
Several related fields can be used to compose a record (implemented as a class in Java). In
a payroll system, for example, the record for an employee might consist of the following
fields (possible types for these fields are shown in parentheses):
Fig. 1.3 | Data hierarchy.
Tom Blue
Sally Black
Judy Green
File
J u d y Field
Unicode character J
Record
Iris Orange
Randy Red
00000000 01001010
1 Bit
Judy Green
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf
(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf

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(How to Program) Paul Deitel, Harvey Deitel-Java How to Program, Early Objects-Pearson Education (2016).pdf

  • 1.
  • 2. ONLINE ACCESS Thank you for purchasing a new copy of Java™ How to Program, Tenth Edition, Early Objects. Your textbook includes 12 months of prepaid access to the book’s Companion Website. This prepaid subscription provides you with full access to the following student support areas: • VideoNotes (step-by-step video tutorials specifically designed to enhance the programming concepts presented in this textbook) • Source code • Premium web chapters and appendices Use a coin to scratch off the coating and reveal your student access code. Do not use a knife or other sharp object as it may damage the code. To access the Java How to Program, Tenth Edition, Early Objects Companion Website for the first time, you will need to register online using a computer with an Internet connection and a web browser. The process takes just a couple of minutes and only needs to be completed once. 1. Go to http://www.pearsonhighered.com/deitel/ 2. Click on Companion Website. 3. Click on the Register button. 4. On the registration page, enter your student access code* found beneath the scratch- off panel. Do not type the dashes. You can use lower- or uppercase. 5. Follow the on-screen instructions. If you need help at any time during the online registration process, simply click the Need Help? icon. 6. Once your personal Login Name and Password are confirmed, you can begin using the Java How to Program, Tenth Edition, Early Objects Companion Website! To log in after you have registered: You only need to register for this Companion Website once. After that, you can log in any time at http://www.pearsonhighered.com/deitel/ by providing your Login Name and Password when prompted. *Important: The access code can only be used once. This subscription is valid for 12 months upon activation and is not transferable. If this access code has already been revealed, it may no longer be valid. If this is the case, you can purchase a subscription at http://www.pearsonhighered.com/deitel/, by going to the Java How to Program, Tenth Edition, Early Objects book and following the on-screen instructions. Additional Comments from Recent Editions Reviewers ❝Updated to reflect the state of the art in Java technologies; deep and crystal clear explanations. The social-consciousness [Making a Difference] exercises are something new and refreshing. Nice introduction to Java networking.~—José Antonio González Seco, Parliament of Andalusia ❝An easy-to-read conversational style. Clear code examples propel readers to become proficient in Java.~—Patty Kraft, San Diego State U. ❝The [early] introduction of the class concept is clearly presented. A comprehensive overview of control structures and the pitfalls that befall new programmers. I applaud the authors for their topical research and illustrative examples. The arrays exercises are sophisticated and interesting. The clearest explanation of pass-by-value and pass-by-reference that I’ve encountered. A logical progression of inheritance and the rationale for properly implementing encapsulation in a system involving an inheritance hierarchy. The polymorphism and exception handling discussions are the best I’ve seen. An excellent strings chapter. I like the [recursion] discussions of the ‘Lo Fractal’ and backtracking (which is useful in computer vision applica- tions). A good segue into a data structures course.~—Ric Heishman, George Mason University ❝Practical top-down, solution approach to teaching programming basics, covering pseudocode, algorithm development and activity diagrams. Of immense value to practitioners and students of the object-oriented approach. Demystifies inheritance and polymorphism, and illustrates their use in getting elegant, simple and maintainable code. The [optional] OO design case study presents the object-oriented approach in a simple manner, from requirements to Java code.~—Vinod Varma, Astro Infotech Private Limited ❝Easy-to-follow examples provide great teaching opportunities! I like the [optional] graphics track early in the book—the exercises will be fun for the students. OO design techniques are incorporated throughout. The concept of inheritance is built through examples and is very understandable. Great examples of polymorphism and interfaces. Great comparison of recursion and iteration. The searching and sorting chapter is just right. A simplified explanation of Big O—the best I’ve read! I appreciate the coverage of GUI threading issues. Great approach to Java web technologies.~ —Sue McFarland Metzger, Villanova University ❝The Making a Difference exercises are inspired—they have a real contemporary feeling, both in their topics and in the way they encourage the student to gather data from the Internet and bring it back to the question at hand.~—Vince O’Brien, Pearson Education (our publisher) ❝Most major concepts are illustrated by complete, annotated programs. Abundant exercises hone your understanding of the material. JDBC is explained well.~—Shyamal Mitra, University of Texas at Austin ❝The best introductory textbook that I’ve encountered. I wish I had this book when I was learning how to program! Good introduction to the software engineering process.~—Lance Andersen, Oracle Corporation ❝You’ll be well on your way to becoming a great Java programmer with this book.~—Peter Pilgrim, Java Champion, Consultant ❝A good objects-early introduction to Java. Exceptionally well-written recursion chapter. Excellent descriptions of the search and sort algorithms and a gentle introduction to Big-O notation—the examples give the code for the algorithms, and output that creates a picture of how the algorithms work.~—Diana Franklin, University of California, Santa Barbara ❝Suitable for new programmers, intermediate-level programmers who want to hone their skills, and expert programmers who need a well-organized reference. Event handling and layouts are well explained.~—Manjeet Rege, Rochester Institute of Technology ❝Beautiful collections of exercises—a nice illustration of how to use Java to generate impressive graphics.~—Amr Sabry, Indiana University ❝The [optional] OOD ATM case study puts many concepts from previous chapters together in a plan for a large program, showing the object-oriented design process—the discussion of inheritance and polymorphism is especially good as the authors integrate these into the design.~ —Susan Rodger, Duke University ❝The transition from design to implementation is explained powerfully—the reader can easily understand the design issues and how to implement them in Java.~—S. Sivakumar, Astro Infotech Private Limited ❝Comprehensive introduction to Java, now in its eighth major iteration. With clear descriptions, useful tips and hints, and well thought out exercises, this is a great book for studying the world’s most popular programming language.~—Simon Ritter, Oracle Corporation ❝Comprehensive treatment of Java programming, covering both the latest version of the language and Java SE APIs, with its concepts and techniques reinforced by a plethora of well-thought-through exercises.~—Dr. Danny Coward, Oracle Corporation ❝There are many Java programming books in the world. This textbook is the best one. If you like to introduce object-oriented programming early and smoothly, then this is the right one for you!~—Dr. Huiwei Guan, North Shore Community College More Comments on Facing Page
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  • 4. Deitel® Series Page How To Program Series Android How to Program, 2/E C++ How to Program, 9/E C How to Program, 7/E Java™ How to Program, 10/E Java™ How to Program, Late Objects Version, 10/E Internet World Wide Web How to Program, 5/E Visual C++® 2008 How to Program, 2/E Visual Basic® 2012 How to Program, 6/E Visual C#® 2012 How to Program, 5/E Simply Series Simply C++: An App-Driven Tutorial Approach Simply Java™ Programming: An App-Driven Tutorial Approach Simply C#: An App-Driven Tutorial Approach Simply Visual Basic® 2010: An App-Driven Approach, 4/E CourseSmart Web Books www.deitel.com/books/CourseSmart/ C++ How to Program, 8/E and 9/E Simply C++: An App-Driven Tutorial Approach Java™ How to Program, 9/E and 10/E Simply Visual Basic® 2010: An App-Driven Approach, 4/E (continued from previous column) Visual Basic® 2012 How to Program, 6/E Visual Basic® 2010 How to Program, 5/E Visual C#® 2012 How to Program, 5/E Visual C#® 2010 How to Program, 4/E Deitel® Developer Series Android for Programmers: An App-Driven Approach, 2/E, Volume 1 C for Programmers with an Introduction to C11 C++11 for Programmers C# 2012 for Programmers Dive Into® iOS 6 for Programmers: An App-Driven Approach Java™ for Programmers, 3/E JavaScript for Programmers LiveLessons Video Learning Products www.deitel.com/books/LiveLessons/ Android App Development Fundamentals C++ Fundamentals Java™ Fundamentals C# 2012 Fundamentals C# 2010 Fundamentals iOS® 6 App Development Fundamentals JavaScript Fundamentals Visual Basic® Fundamentals To receive updates on Deitel publications, Resource Centers, training courses, partner offers and more, please join the Deitel communities on • Facebook®—facebook.com/DeitelFan • Twitter®—@deitel • Google+™—google.com/+DeitelFan • YouTube™—youtube.com/DeitelTV • LinkedIn®—linkedin.com/company/deitel--associates and register for the free Deitel® Buzz Online e-mail newsletter at: www.deitel.com/newsletter/subscribe.html To communicate with the authors, send e-mail to: deitel@deitel.com For information on Dive-Into® Series on-site seminars offered by Deitel Associates, Inc. worldwide, write to us at deitel@deitel.com or visit: www.deitel.com/training/ For continuing updates on Pearson/Deitel publications visit: www.deitel.com www.pearsonhighered.com/deitel/ Visit the Deitel Resource Centers that will help you master programming languages, software develop- ment, Android and iOS app development, and Internet- and web-related topics: www.deitel.com/ResourceCenters.html
  • 5. Paul Deitel Deitel Associates, Inc. Harvey Deitel Deitel Associates, Inc.
  • 6. Editorial Director, ECS: Marcia Horton Executive Editor: Tracy Johnson (Dunkelberger) Director of Marketing: Christy Lesko Marketing Manager: Yez Alayan Marketing Assistant: Jon Bryant Director of Program Management: Erin Gregg Program Management—Team Lead: Scott Disanno Program Manager: Carole Snyder Project Management-Team Lead: Laura Burgess Project Manager: Robert Engelhardt Procurement Specialist: Linda Sager Cover Design: Paul Deitel, Harvey Deitel, Abbey Deitel, Barbara Deitel, Laura Gardner Permissions Supervisor: Michael Joyce Permissions Administrator: Jenell Forschler Director, Image Asset Services: Annie Atherton Manager, Visual Research: Karen Sanatar Cover Art: © Nikrub/Shutterstock Media Project Manager: Renata Butera Credits and acknowledgments borrowed from other sources and reproduced, with permission, in this textbook appear on page vi. The authors and publisher of this book have used their best efforts in preparing this book. These efforts include the development, research, and testing of the theories and programs to determine their effectiveness. The authors and pub- lisher make no warranty of any kind, expressed or implied, with regard to these programs or to the documentation contained in this book. The authors and publisher shall not be liable in any event for incidental or consequential dam- ages in connection with, or arising out of, the furnishing, performance, or use of these programs. Copyright © 2015, 2012 and 2009 Pearson Education, Inc. All rights reserved. Manufactured in the United States of America. This publication is protected by Copyright, and permission should be obtained from the publisher prior to any prohibited reproduction, storage in a retrieval system, or transmission in any form or by any means, electronic, mechanical, photocopying, recording, or likewise. To obtain permission(s) to use material from this work, please submit a written request to Pearson Education, Inc., Permissions Department, One Lake Street, Upper Saddle River, New Jersey 07458, or you may fax your request to 201-236-3290. Many of the designations by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and the publisher was aware of a trademark claim, the designations have been printed in initial caps or all caps. Library of Congress Cataloging-in-Publication Data On file 10 9 8 7 6 5 4 3 2 1 ISBN-10: 0-13-380780-0 ISBN-13: 978-0-13-380780-6
  • 7. To Brian Goetz, Oracle’s Java Language Architect and Specification Lead for Java SE 8’s Project Lambda: Your mentorship helped us make a better book. Thank you for insisting that we get it right. Paul and Harvey Deitel
  • 8. Trademarks DEITEL, the double-thumbs-up bug and DIVE INTO are registered trademarks of Deitel and Associates, Inc. Oracle and Java are registered trademarks of Oracle and/or its affiliates. Other names may be trademarks of their respective owners. Microsoft and/or its respective suppliers make no representations about the suitability 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 sup- pliers be liable for any special, indirect 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 technical inaccuracies or typograph- ical errors. Changes are periodically added to the information herein. Microsoft and/or its respective sup- pliers 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. Microsoft® and Windows® are registered trademarks of the Microsoft Corporation in the U.S.A. and other countries. Screen shots and icons reprinted with permission from the Microsoft Corporation. This book is not sponsored or endorsed by or affiliated with the Microsoft Corporation.UNIX is a registered trademark of The Open Group. Apache is a trademark of The Apache Software Foundation. CSS and XML are registered trademarks of the World Wide Web Consortium. Firefox is a registered trademark of the Mozilla Foundation. Google is a trademark of Google, Inc. Mac and OS X are trademarks of Apple Inc., registered in the U.S. and other countries. Linux is a registered trademark of Linus Torvalds. All trademarks are property of their respective owners. Throughout this book, trademarks are used. Rather than put a trademark symbol in every occurrence of a trademarked name, we state that we are using the names in an editorial fashion only and to the benefit of the trademark owner, with no intention of infringement of the trademark.
  • 9. Chapters 26–34 and Appendices F–N are PDF documents posted online at the book’s Companion Website (located at www.pearsonhighered.com/deitel/). See the inside front cover for information on accessing the Companion Website. Foreword xxiii Preface xxv Before You Begin xxxix 1 Introduction to Computers, the Internet and Java 1 1.1 Introduction 2 1.2 Hardware and Software 4 1.2.1 Moore’s Law 4 1.2.2 Computer Organization 5 1.3 Data Hierarchy 6 1.4 Machine Languages, Assembly Languages and High-Level Languages 9 1.5 Introduction to Object Technology 10 1.5.1 The Automobile as an Object 10 1.5.2 Methods and Classes 11 1.5.3 Instantiation 11 1.5.4 Reuse 11 1.5.5 Messages and Method Calls 11 1.5.6 Attributes and Instance Variables 11 1.5.7 Encapsulation and Information Hiding 12 1.5.8 Inheritance 12 1.5.9 Interfaces 12 1.5.10 Object-Oriented Analysis and Design (OOAD) 12 1.5.11 The UML (Unified Modeling Language) 13 1.6 Operating Systems 13 1.6.1 Windows—A Proprietary Operating System 13 1.6.2 Linux—An Open-Source Operating System 14 1.6.3 Android 14 1.7 Programming Languages 15 1.8 Java 17 1.9 A Typical Java Development Environment 17 1.10 Test-Driving a Java Application 21 Contents
  • 10. viii Contents 1.11 Internet and World Wide Web 25 1.11.1 The Internet: A Network of Networks 26 1.11.2 The World Wide Web: Making the Internet User-Friendly 26 1.11.3 Web Services and Mashups 26 1.11.4 Ajax 27 1.11.5 The Internet of Things 27 1.12 Software Technologies 28 1.13 Keeping Up-to-Date with Information Technologies 30 2 Introduction to Java Applications; Input/Output and Operators 34 2.1 Introduction 35 2.2 Your First Program in Java: Printing a Line of Text 35 2.3 Modifying Your First Java Program 41 2.4 Displaying Text with printf 43 2.5 Another Application: Adding Integers 45 2.5.1 import Declarations 45 2.5.2 Declaring Class Addition 46 2.5.3 Declaring and Creating a Scanner to Obtain User Input from the Keyboard 46 2.5.4 Declaring Variables to Store Integers 47 2.5.5 Prompting the User for Input 48 2.5.6 Obtaining an int as Input from the User 48 2.5.7 Prompting for and Inputting a Second int 49 2.5.8 Using Variables in a Calculation 49 2.5.9 Displaying the Result of the Calculation 49 2.5.10 Java API Documentation 49 2.6 Memory Concepts 50 2.7 Arithmetic 51 2.8 Decision Making: Equality and Relational Operators 54 2.9 Wrap-Up 58 3 Introduction to Classes, Objects, Methods and Strings 69 3.1 Introduction 70 3.2 Instance Variables, set Methods and get Methods 71 3.2.1 Account Class with an Instance Variable, a set Method and a get Method 71 3.2.2 AccountTest Class That Creates and Uses an Object of Class Account 74 3.2.3 Compiling and Executing an App with Multiple Classes 77 3.2.4 Account UML Class Diagram with an Instance Variable and set and get Methods 77 3.2.5 Additional Notes on Class AccountTest 78
  • 11. Contents ix 3.2.6 Software Engineering with private Instance Variables and public set and get Methods 79 3.3 Primitive Types vs. Reference Types 80 3.4 Account Class: Initializing Objects with Constructors 81 3.4.1 Declaring an Account Constructor for Custom Object Initialization 81 3.4.2 Class AccountTest: Initializing Account Objects When They’re Created 82 3.5 Account Class with a Balance; Floating-Point Numbers 84 3.5.1 Account Class with a balance Instance Variable of Type double 85 3.5.2 AccountTest Class to Use Class Account 86 3.6 (Optional) GUI and Graphics Case Study: Using Dialog Boxes 90 3.7 Wrap-Up 93 4 Control Statements: Part 1; Assignment, ++ and -- Operators 101 4.1 Introduction 102 4.2 Algorithms 102 4.3 Pseudocode 103 4.4 Control Structures 103 4.5 if Single-Selection Statement 105 4.6 if…else Double-Selection Statement 106 4.7 Student Class: Nested if…else Statements 111 4.8 while Repetition Statement 113 4.9 Formulating Algorithms: Counter-Controlled Repetition 115 4.10 Formulating Algorithms: Sentinel-Controlled Repetition 119 4.11 Formulating Algorithms: Nested Control Statements 126 4.12 Compound Assignment Operators 131 4.13 Increment and Decrement Operators 131 4.14 Primitive Types 134 4.15 (Optional) GUI and Graphics Case Study: Creating Simple Drawings 135 4.16 Wrap-Up 139 5 Control Statements: Part 2; Logical Operators 152 5.1 Introduction 153 5.2 Essentials of Counter-Controlled Repetition 153 5.3 for Repetition Statement 155 5.4 Examples Using the for Statement 159 5.5 do…while Repetition Statement 163 5.6 switch Multiple-Selection Statement 165 5.7 Class AutoPolicy Case Study: Strings in switch Statements 171 5.8 break and continue Statements 174 5.9 Logical Operators 176 5.10 Structured Programming Summary 182 5.11 (Optional) GUI and Graphics Case Study: Drawing Rectangles and Ovals 187 5.12 Wrap-Up 190
  • 12. x Contents 6 Methods: A Deeper Look 200 6.1 Introduction 201 6.2 Program Modules in Java 201 6.3 static Methods, static Fields and Class Math 203 6.4 Declaring Methods with Multiple Parameters 205 6.5 Notes on Declaring and Using Methods 208 6.6 Method-Call Stack and Stack Frames 209 6.7 Argument Promotion and Casting 210 6.8 Java API Packages 211 6.9 Case Study: Secure Random-Number Generation 213 6.10 Case Study: A Game of Chance; Introducing enum Types 218 6.11 Scope of Declarations 222 6.12 Method Overloading 225 6.13 (Optional) GUI and Graphics Case Study: Colors and Filled Shapes 227 6.14 Wrap-Up 230 7 Arrays and ArrayLists 243 7.1 Introduction 244 7.2 Arrays 245 7.3 Declaring and Creating Arrays 246 7.4 Examples Using Arrays 247 7.4.1 Creating and Initializing an Array 247 7.4.2 Using an Array Initializer 248 7.4.3 Calculating the Values to Store in an Array 249 7.4.4 Summing the Elements of an Array 251 7.4.5 Using Bar Charts to Display Array Data Graphically 251 7.4.6 Using the Elements of an Array as Counters 253 7.4.7 Using Arrays to Analyze Survey Results 254 7.5 Exception Handling: Processing the Incorrect Response 256 7.5.1 The try Statement 256 7.5.2 Executing the catch Block 256 7.5.3 toString Method of the Exception Parameter 257 7.6 Case Study: Card Shuffling and Dealing Simulation 257 7.7 Enhanced for Statement 262 7.8 Passing Arrays to Methods 263 7.9 Pass-By-Value vs. Pass-By-Reference 265 7.10 Case Study: Class GradeBook Using an Array to Store Grades 266 7.11 Multidimensional Arrays 272 7.12 Case Study: Class GradeBook Using a Two-Dimensional Array 275 7.13 Variable-Length Argument Lists 281 7.14 Using Command-Line Arguments 283 7.15 Class Arrays 285 7.16 Introduction to Collections and Class ArrayList 287 7.17 (Optional) GUI and Graphics Case Study: Drawing Arcs 291 7.18 Wrap-Up 294
  • 13. Contents xi 8 Classes and Objects: A Deeper Look 315 8.1 Introduction 316 8.2 Time Class Case Study 316 8.3 Controlling Access to Members 321 8.4 Referring to the Current Object’s Members with the this Reference 322 8.5 Time Class Case Study: Overloaded Constructors 324 8.6 Default and No-Argument Constructors 330 8.7 Notes on Set and Get Methods 330 8.8 Composition 332 8.9 enum Types 335 8.10 Garbage Collection 337 8.11 static Class Members 338 8.12 static Import 342 8.13 final Instance Variables 343 8.14 Package Access 344 8.15 Using BigDecimal for Precise Monetary Calculations 345 8.16 (Optional) GUI and Graphics Case Study: Using Objects with Graphics 348 8.17 Wrap-Up 352 9 Object-Oriented Programming: Inheritance 360 9.1 Introduction 361 9.2 Superclasses and Subclasses 362 9.3 protected Members 364 9.4 Relationship Between Superclasses and Subclasses 365 9.4.1 Creating and Using a CommissionEmployee Class 365 9.4.2 Creating and Using a BasePlusCommissionEmployee Class 371 9.4.3 Creating a CommissionEmployee–BasePlusCommissionEmployee Inheritance Hierarchy 376 9.4.4 CommissionEmployee–BasePlusCommissionEmployee Inheritance Hierarchy Using protected Instance Variables 379 9.4.5 CommissionEmployee–BasePlusCommissionEmployee Inheritance Hierarchy Using private Instance Variables 382 9.5 Constructors in Subclasses 387 9.6 Class Object 387 9.7 (Optional) GUI and Graphics Case Study: Displaying Text and Images Using Labels 388 9.8 Wrap-Up 391 10 Object-Oriented Programming: Polymorphism and Interfaces 395 10.1 Introduction 396 10.2 Polymorphism Examples 398 10.3 Demonstrating Polymorphic Behavior 399 10.4 Abstract Classes and Methods 401
  • 14. xii Contents 10.5 Case Study: Payroll System Using Polymorphism 404 10.5.1 Abstract Superclass Employee 405 10.5.2 Concrete Subclass SalariedEmployee 407 10.5.3 Concrete Subclass HourlyEmployee 409 10.5.4 Concrete Subclass CommissionEmployee 411 10.5.5 Indirect Concrete Subclass BasePlusCommissionEmployee 413 10.5.6 Polymorphic Processing, Operator instanceof and Downcasting 414 10.6 Allowed Assignments Between Superclass and Subclass Variables 419 10.7 final Methods and Classes 419 10.8 A Deeper Explanation of Issues with Calling Methods from Constructors 420 10.9 Creating and Using Interfaces 421 10.9.1 Developing a Payable Hierarchy 422 10.9.2 Interface Payable 423 10.9.3 Class Invoice 424 10.9.4 Modifying Class Employee to Implement Interface Payable 426 10.9.5 Modifying Class SalariedEmployee for Use in the Payable Hierarchy 428 10.9.6 Using Interface Payable to Process Invoices and Employees Polymorphically 430 10.9.7 Some Common Interfaces of the Java API 431 10.10 Java SE 8 Interface Enhancements 432 10.10.1 default Interface Methods 432 10.10.2 static Interface Methods 433 10.10.3 Functional Interfaces 433 10.11 (Optional) GUI and Graphics Case Study: Drawing with Polymorphism 433 10.12 Wrap-Up 436 11 Exception Handling: A Deeper Look 441 11.1 Introduction 442 11.2 Example: Divide by Zero without Exception Handling 443 11.3 Example: Handling ArithmeticExceptions and InputMismatchExceptions 445 11.4 When to Use Exception Handling 451 11.5 Java Exception Hierarchy 451 11.6 finally Block 454 11.7 Stack Unwinding and Obtaining Information from an Exception Object 459 11.8 Chained Exceptions 461 11.9 Declaring New Exception Types 464 11.10 Preconditions and Postconditions 465 11.11 Assertions 465 11.12 try-with-Resources: Automatic Resource Deallocation 467 11.13 Wrap-Up 467 12 GUI Components: Part 1 473 12.1 Introduction 474
  • 15. Contents xiii 12.2 Java’s Nimbus Look-and-Feel 475 12.3 Simple GUI-Based Input/Output with JOptionPane 476 12.4 Overview of Swing Components 479 12.5 Displaying Text and Images in a Window 481 12.6 Text Fields and an Introduction to Event Handling with Nested Classes 485 12.7 Common GUI Event Types and Listener Interfaces 491 12.8 How Event Handling Works 493 12.9 JButton 495 12.10 Buttons That Maintain State 498 12.10.1 JCheckBox 499 12.10.2 JRadioButton 501 12.11 JComboBox; Using an Anonymous Inner Class for Event Handling 504 12.12 JList 508 12.13 Multiple-Selection Lists 511 12.14 Mouse Event Handling 513 12.15 Adapter Classes 518 12.16 JPanel Subclass for Drawing with the Mouse 522 12.17 Key Event Handling 525 12.18 Introduction to Layout Managers 528 12.18.1 FlowLayout 530 12.18.2 BorderLayout 532 12.18.3 GridLayout 536 12.19 Using Panels to Manage More Complex Layouts 538 12.20 JTextArea 539 12.21 Wrap-Up 542 13 Graphics and Java 2D 555 13.1 Introduction 556 13.2 Graphics Contexts and Graphics Objects 558 13.3 Color Control 559 13.4 Manipulating Fonts 566 13.5 Drawing Lines, Rectangles and Ovals 571 13.6 Drawing Arcs 575 13.7 Drawing Polygons and Polylines 578 13.8 Java 2D API 581 13.9 Wrap-Up 588 14 Strings, Characters and Regular Expressions 596 14.1 Introduction 597 14.2 Fundamentals of Characters and Strings 597 14.3 Class String 598 14.3.1 String Constructors 598 14.3.2 String Methods length, charAt and getChars 599 14.3.3 Comparing Strings 600
  • 16. xiv Contents 14.3.4 Locating Characters and Substrings in Strings 605 14.3.5 Extracting Substrings from Strings 607 14.3.6 Concatenating Strings 608 14.3.7 Miscellaneous String Methods 608 14.3.8 String Method valueOf 610 14.4 Class StringBuilder 611 14.4.1 StringBuilder Constructors 612 14.4.2 StringBuilder Methods length, capacity, setLength and ensureCapacity 612 14.4.3 StringBuilder Methods charAt, setCharAt, getChars and reverse 614 14.4.4 StringBuilder append Methods 615 14.4.5 StringBuilder Insertion and Deletion Methods 617 14.5 Class Character 618 14.6 Tokenizing Strings 623 14.7 Regular Expressions, Class Pattern and Class Matcher 624 14.8 Wrap-Up 633 15 Files, Streams and Object Serialization 644 15.1 Introduction 645 15.2 Files and Streams 645 15.3 Using NIO Classes and Interfaces to Get File and Directory Information 647 15.4 Sequential-Access Text Files 651 15.4.1 Creating a Sequential-Access Text File 651 15.4.2 Reading Data from a Sequential-Access Text File 655 15.4.3 Case Study: A Credit-Inquiry Program 657 15.4.4 Updating Sequential-Access Files 661 15.5 Object Serialization 662 15.5.1 Creating a Sequential-Access File Using Object Serialization 663 15.5.2 Reading and Deserializing Data from a Sequential-Access File 668 15.6 Opening Files with JFileChooser 670 15.7 (Optional) Additional java.io Classes 673 15.7.1 Interfaces and Classes for Byte-Based Input and Output 673 15.7.2 Interfaces and Classes for Character-Based Input and Output 675 15.8 Wrap-Up 676 16 Generic Collections 684 16.1 Introduction 685 16.2 Collections Overview 685 16.3 Type-Wrapper Classes 687 16.4 Autoboxing and Auto-Unboxing 687 16.5 Interface Collection and Class Collections 687 16.6 Lists 688 16.6.1 ArrayList and Iterator 689 16.6.2 LinkedList 691
  • 17. Contents xv 16.7 Collections Methods 696 16.7.1 Method sort 697 16.7.2 Method shuffle 700 16.7.3 Methods reverse, fill, copy, max and min 702 16.7.4 Method binarySearch 704 16.7.5 Methods addAll, frequency and disjoint 706 16.8 Stack Class of Package java.util 708 16.9 Class PriorityQueue and Interface Queue 710 16.10 Sets 711 16.11 Maps 714 16.12 Properties Class 718 16.13 Synchronized Collections 721 16.14 Unmodifiable Collections 721 16.15 Abstract Implementations 722 16.16 Wrap-Up 722 17 Java SE 8 Lambdas and Streams 729 17.1 Introduction 730 17.2 Functional Programming Technologies Overview 731 17.2.1 Functional Interfaces 732 17.2.2 Lambda Expressions 733 17.2.3 Streams 734 17.3 IntStream Operations 736 17.3.1 Creating an IntStream and Displaying Its Values with the forEach Terminal Operation 738 17.3.2 Terminal Operations count, min, max, sum and average 739 17.3.3 Terminal Operation reduce 739 17.3.4 Intermediate Operations: Filtering and Sorting IntStream Values 741 17.3.5 Intermediate Operation: Mapping 742 17.3.6 Creating Streams of ints with IntStream Methods range and rangeClosed 743 17.4 StreamInteger Manipulations 743 17.4.1 Creating a StreamInteger 744 17.4.2 Sorting a Stream and Collecting the Results 745 17.4.3 Filtering a Stream and Storing the Results for Later Use 745 17.4.4 Filtering and Sorting a Stream and Collecting the Results 745 17.4.5 Sorting Previously Collected Results 745 17.5 StreamString Manipulations 746 17.5.1 Mapping Strings to Uppercase Using a Method Reference 747 17.5.2 Filtering Strings Then Sorting Them in Case-Insensitive Ascending Order 748 17.5.3 Filtering Strings Then Sorting Them in Case-Insensitive Descending Order 748 17.6 StreamEmployee Manipulations 748 17.6.1 Creating and Displaying a ListEmployee 750
  • 18. xvi Contents 17.6.2 Filtering Employees with Salaries in a Specified Range 751 17.6.3 Sorting Employees By Multiple Fields 752 17.6.4 Mapping Employees to Unique Last Name Strings 754 17.6.5 Grouping Employees By Department 755 17.6.6 Counting the Number of Employees in Each Department 756 17.6.7 Summing and Averaging Employee Salaries 756 17.7 Creating a StreamString from a File 758 17.8 Generating Streams of Random Values 761 17.9 Lambda Event Handlers 763 17.10 Additional Notes on Java SE 8 Interfaces 763 17.11 Java SE 8 and Functional Programming Resources 764 17.12 Wrap-Up 764 18 Recursion 776 18.1 Introduction 777 18.2 Recursion Concepts 778 18.3 Example Using Recursion: Factorials 779 18.4 Reimplementing Class FactorialCalculator Using Class BigInteger 781 18.5 Example Using Recursion: Fibonacci Series 783 18.6 Recursion and the Method-Call Stack 786 18.7 Recursion vs. Iteration 787 18.8 Towers of Hanoi 789 18.9 Fractals 791 18.9.1 Koch Curve Fractal 791 18.9.2 (Optional) Case Study: Lo Feather Fractal 792 18.10 Recursive Backtracking 801 18.11 Wrap-Up 802 19 Searching, Sorting and Big O 810 19.1 Introduction 811 19.2 Linear Search 812 19.3 Big O Notation 814 19.3.1 O(1) Algorithms 814 19.3.2 O(n) Algorithms 815 19.3.3 O(n2) Algorithms 815 19.3.4 Big O of the Linear Search 816 19.4 Binary Search 816 19.4.1 Binary Search Implementation 817 19.4.2 Efficiency of the Binary Search 820 19.5 Sorting Algorithms 820 19.6 Selection Sort 821 19.6.1 Selection Sort Implementation 821 19.6.2 Efficiency of the Selection Sort 824 19.7 Insertion Sort 824
  • 19. Contents xvii 19.7.1 Insertion Sort Implementation 825 19.7.2 Efficiency of the Insertion Sort 827 19.8 Merge Sort 827 19.8.1 Merge Sort Implementation 828 19.8.2 Efficiency of the Merge Sort 832 19.9 Big O Summary for This Chapter’s Searching and Sorting Algorithms 833 19.10 Wrap-Up 834 20 Generic Classes and Methods 839 20.1 Introduction 840 20.2 Motivation for Generic Methods 840 20.3 Generic Methods: Implementation and Compile-Time Translation 842 20.4 Additional Compile-Time Translation Issues: Methods That Use a Type Parameter as the Return Type 845 20.5 Overloading Generic Methods 848 20.6 Generic Classes 849 20.7 Raw Types 856 20.8 Wildcards in Methods That Accept Type Parameters 860 20.9 Wrap-Up 864 21 Custom Generic Data Structures 869 21.1 Introduction 870 21.2 Self-Referential Classes 871 21.3 Dynamic Memory Allocation 871 21.4 Linked Lists 872 21.4.1 Singly Linked Lists 872 21.4.2 Implementing a Generic List Class 873 21.4.3 Generic Classes ListNode and List 878 21.4.4 Class ListTest 878 21.4.5 List Method insertAtFront 878 21.4.6 List Method insertAtBack 879 21.4.7 List Method removeFromFront 880 21.4.8 List Method removeFromBack 881 21.4.9 List Method print 882 21.4.10 Creating Your Own Packages 882 21.5 Stacks 886 21.6 Queues 890 21.7 Trees 893 21.8 Wrap-Up 900 22 GUI Components: Part 2 911 22.1 Introduction 912 22.2 JSlider 912
  • 20. xviii Contents 22.3 Understanding Windows in Java 916 22.4 Using Menus with Frames 917 22.5 JPopupMenu 925 22.6 Pluggable Look-and-Feel 928 22.7 JDesktopPane and JInternalFrame 933 22.8 JTabbedPane 936 22.9 BoxLayout Layout Manager 938 22.10 GridBagLayout Layout Manager 942 22.11 Wrap-Up 952 23 Concurrency 957 23.1 Introduction 958 23.2 Thread States and Life Cycle 960 23.2.1 New and Runnable States 961 23.2.2 Waiting State 961 23.2.3 Timed Waiting State 961 23.2.4 Blocked State 961 23.2.5 Terminated State 961 23.2.6 Operating-System View of the Runnable State 962 23.2.7 Thread Priorities and Thread Scheduling 962 23.2.8 Indefinite Postponement and Deadlock 963 23.3 Creating and Executing Threads with the Executor Framework 963 23.4 Thread Synchronization 967 23.4.1 Immutable Data 968 23.4.2 Monitors 968 23.4.3 Unsynchronized Mutable Data Sharing 969 23.4.4 Synchronized Mutable Data Sharing—Making Operations Atomic 974 23.5 Producer/Consumer Relationship without Synchronization 976 23.6 Producer/Consumer Relationship: ArrayBlockingQueue 984 23.7 (Advanced) Producer/Consumer Relationship with synchronized, wait, notify and notifyAll 987 23.8 (Advanced) Producer/Consumer Relationship: Bounded Buffers 994 23.9 (Advanced) Producer/Consumer Relationship: The Lock and Condition Interfaces 1002 23.10 Concurrent Collections 1009 23.11 Multithreading with GUI: SwingWorker 1011 23.11.1 Performing Computations in a Worker Thread: Fibonacci Numbers 1012 23.11.2 Processing Intermediate Results: Sieve of Eratosthenes 1018 23.12 sort and parallelSort Timings with the Java SE 8 Date/Time API 1025 23.13 Java SE 8: Sequential vs. Parallel Streams 1027 23.14 (Advanced) Interfaces Callable and Future 1030 23.15 (Advanced) Fork/Join Framework 1034 23.16 Wrap-Up 1034
  • 21. Contents xix 24 Accessing Databases with JDBC 1045 24.1 Introduction 1046 24.2 Relational Databases 1047 24.3 A books Database 1048 24.4 SQL 1052 24.4.1 Basic SELECT Query 1052 24.4.2 WHERE Clause 1053 24.4.3 ORDER BY Clause 1055 24.4.4 Merging Data from Multiple Tables: INNER JOIN 1056 24.4.5 INSERT Statement 1058 24.4.6 UPDATE Statement 1059 24.4.7 DELETE Statement 1060 24.5 Setting up a Java DB Database 1060 24.5.1 Creating the Chapter’s Databases on Windows 1061 24.5.2 Creating the Chapter’s Databases on Mac OS X 1062 24.5.3 Creating the Chapter’s Databases on Linux 1063 24.6 Manipulating Databases with JDBC 1063 24.6.1 Connecting to and Querying a Database 1063 24.6.2 Querying the books Database 1067 24.7 RowSet Interface 1080 24.8 PreparedStatements 1082 24.9 Stored Procedures 1098 24.10 Transaction Processing 1098 24.11 Wrap-Up 1099 25 JavaFX GUI: Part 1 1107 25.1 Introduction 1108 25.2 JavaFX Scene Builder and the NetBeans IDE 1109 25.3 JavaFX App Window Structure 1110 25.4 Welcome App—Displaying Text and an Image 1111 25.4.1 Creating the App’s Project 1111 25.4.2 NetBeans Projects Window—Viewing the Project Contents 1113 25.4.3 Adding an Image to the Project 1114 25.4.4 Opening JavaFX Scene Builder from NetBeans 1114 25.4.5 Changing to a VBox Layout Container 1115 25.4.6 Configuring the VBox Layout Container 1116 25.4.7 Adding and Configuring a Label 1116 25.4.8 Adding and Configuring an ImageView 1116 25.4.9 Running the Welcome App 1117 25.5 Tip Calculator App—Introduction to Event Handling 1118 25.5.1 Test-Driving the Tip Calculator App 1119 25.5.2 Technologies Overview 1119 25.5.3 Building the App’s GUI 1122 25.5.4 TipCalculator Class 1126 25.5.5 TipCalculatorController Class 1128
  • 22. xx Contents 25.6 Features Covered in the Online JavaFX Chapters 1133 25.7 Wrap-Up 1134 Chapters on the Web 1141 A Operator Precedence Chart 1143 B ASCII Character Set 1145 C Keywords and Reserved Words 1146 D Primitive Types 1147 E Using the Debugger 1148 E.1 Introduction 1149 E.2 Breakpoints and the run, stop, cont and print Commands 1149 E.3 The print and set Commands 1153 E.4 Controlling Execution Using the step, step up and next Commands 1155 E.5 The watch Command 1158 E.6 The clear Command 1160 E.7 Wrap-Up 1162 Appendices on the Web 1165 Index 1167 Online Chapters and Appendices Chapters 26–34 and Appendices F–N are PDF documents posted online at the book’s Companion Website (located at www.pearsonhighered.com/deitel/). See the inside front cover for information on accessing the Companion Website. 26 JavaFX GUI: Part 2 27 JavaFX Graphics and Multimedia 28 Networking 29 Java Persistence API (JPA) 30 JavaServer™ Faces Web Apps: Part 1
  • 23. Contents xxi 31 JavaServer™ Faces Web Apps: Part 2 32 REST-Based Web Services 33 (Optional) ATM Case Study, Part 1: Object-Oriented Design with the UML 34 (Optional) ATM Case Study, Part 2: Implementing an Object-Oriented Design F Using the Java API Documentation G Creating Documentation with javadoc H Unicode® I Formatted Output J Number Systems K Bit Manipulation L Labeled break and continue Statements M UML 2: Additional Diagram Types N Design Patterns
  • 25. I’ve been enamored with Java even prior to its 1.0 release in 1995, and have subsequently been a Java developer, author, speaker, teacher and Oracle Java Technology Ambassador. In this journey, it has been my privilege to call Paul Deitel a colleague, and to often lever- age and recommend his Java How To Program book. In its many editions, this book has proven to be a great text for college and professional courses that I and others have devel- oped to teach the Java programming language. One of the qualities that makes this book a great resource is its thorough and insightful coverage of Java concepts, including those introduced recently in Java SE 8. Another useful quality is its treatment of concepts and practices essential to effective software development. As a long-time fan of this book, I’d like to point out some of the features of this tenth edition about which I’m most excited: • An ambitious new chapter on Java lambda expressions and streams. This chapter starts out with a primer on functional programming, introducing Java lambda ex- pressions and how to use streams to perform functional programming tasks on collections. • Although concurrency has been addressed since the first edition of the book, it is increasingly important because of multi-core architectures. There are timing ex- amples—using the new Date/Time API classes introduced in Java SE 8—in the concurrency chapter that show the performance improvements with multi-core over single-core. • JavaFX is Java’s GUI/graphics/multimedia technology moving forward, so it is nice to see a three-chapter treatment of JavaFX in the Deitel live-code pedagogic style. One of these chapters is in the printed book and the other two are online. Please join me in congratulating Paul and Harvey Deitel on their latest edition of a won- derful resource for computer science students and software developers alike! James L. Weaver Java Technology Ambassador Oracle Corporation Foreword
  • 27. “The chief merit of language is clearness…” —Galen Welcome to the Java programming language and Java How to Program, Tenth Edition! This book presents leading-edge computing technologies for students, instructors and software developers. It’s appropriate for introductory academic and professional course sequences based on the curriculum recommendations of the ACM and the IEEE, and for AP Com- puter Science exam preparation. If you haven’t already done so, please read the back cover and inside back cover—these concisely capture the essence of the book. In this Preface we provide more detail. We focus on software engineering best practices. At the heart of the book is the Deitel signature “live-code approach”—rather than using code snippets, we present concepts in the context of complete working programs that run on recent versions of Windows®, OS X® and Linux®. Each complete code example is accompanied by live sample executions. Keeping in Touch with the Authors As you read the book, if you have questions, send an e-mail to us at and we’ll respond promptly. For updates on this book, visit subscribe to the Deitel® Buzz Online newsletter at and join the Deitel social networking communities on • Facebook® (http://www.deitel.com/deitelfan) • Twitter® (@deitel) • Google+™ (http://google.com/+DeitelFan) • YouTube® (http://youtube.com/DeitelTV) • LinkedIn® (http://linkedin.com/company/deitel--associates) Source Code and VideoNotes All the source code is available at: and at the book’s Companion Website (which also contains extensive VideoNotes): deitel@deitel.com http://www.deitel.com/books/jhtp10 http://www.deitel.com/newsletter/subscribe.html http://www.deitel.com/books/jhtp10 http://www.pearsonhighered.com/deitel Preface
  • 28. xxvi Preface Modular Organization1 Java How to Program, 10/e, is appropriate for programming courses at various levels, most notably CS 1 and CS 2 courses and introductory course sequences in related disciplines. The book’s modular organization helps instructors plan their syllabi: Introduction • Chapter 1, Introduction to Computers, the Internet and Java • Chapter 2, Introduction to Java Applications; Input/Output and Operators • Chapter 3, Introduction to Classes, Objects, Methods and Strings Additional Programming Fundamentals • Chapter 4, Control Statements: Part 1; Assignment, ++ and -- Operators • Chapter 5, Control Statements: Part 2; Logical Operators • Chapter 6, Methods: A Deeper Look • Chapter 7, Arrays and ArrayLists • Chapter 14, Strings, Characters and Regular Expressions • Chapter 15, Files, Streams and Object Serialization Object-Oriented Programming and Object-Oriented Design • Chapter 8, Classes and Objects: A Deeper Look • Chapter 9, Object-Oriented Programming: Inheritance • Chapter 10, Object-Oriented Programming: Polymorphism and Interfaces • Chapter 11, Exception Handling: A Deeper Look • (Online) Chapter 33, ATM Case Study, Part 1: Object-Oriented Design with the UML • (Online) Chapter 34, ATM Case Study Part 2: Implementing an Object-Orient- ed Design Swing Graphical User Interfaces and Java 2D Graphics • Chapter 12, GUI Components: Part 1 • Chapter 13, Graphics and Java 2D • Chapter 22, GUI Components: Part 2 Data Structures, Collections, Lambdas and Streams • Chapter 16, Generic Collections • Chapter 17, Java SE 8 Lambdas and Streams • Chapter 18, Recursion • Chapter 19, Searching, Sorting and Big O • Chapter 20, Generic Classes and Methods • Chapter 21, Custom Generic Data Structures 1. The online chapters will be available on the book’s Companion Website for Fall 2014 classes.
  • 29. New and Updated Features xxvii Concurrency; Networking • Chapter 23, Concurrency • (Online) Chapter 28, Networking JavaFX Graphical User Interfaces, Graphics and Multimedia • Chapter 25, JavaFX GUI: Part 1 • (Online) Chapter 26, JavaFX GUI: Part 2 • (Online) Chapter 27, JavaFX Graphics and Multimedia Database-Driven Desktop and Web Development • Chapter 24, Accessing Databases with JDBC • (Online) Chapter 29, Java Persistence API (JPA) • (Online) Chapter 30, JavaServer™ Faces Web Apps: Part 1 • (Online) Chapter 31, JavaServer™ Faces Web Apps: Part 2 • (Online) Chapter 32, REST-Based Web Services New and Updated Features Here are the updates we’ve made for Java How to Program, 10/e: Java Standard Edition: Java SE 7 and the New Java SE 8 • Easy to use with Java SE 7 or Java SE 8. To meet the needs of our audiences, we designed the book for college and professional courses based on Java SE 7, Java SE 8 or a mixture of both. The Java SE 8 features are covered in optional, easy-to- include-or-omit sections. The new Java SE 8 capabilities can dramatically improve the programming process. Figure 1 lists some new Java SE 8 features that we cover. Java SE 8 features Lambda expressions Type-inference improvements @FunctionalInterface annotation Parallel array sorting Bulk data operations for Java Collections—filter, map and reduce Library enhancements to support lambdas (e.g., java.util.stream, java.util.function) Date Time API (java.time) Java concurrency API improvements static and default methods in interfaces Functional interfaces—interfaces that define only one abstract method and can include static and default methods JavaFX enhancements Fig. 1 | Some new Java SE 8 features.
  • 30. xxviii Preface • Java SE 8 lambdas, streams, and interfaces with default and static methods. The most significant new features in JavaSE 8 are lambdas and complementary technol- ogies, which we cover in detail in the optional Chapter 17 and optional sections marked “Java SE 8” in later chapters. In Chapter 17, you’ll see that functional programming with lambdas and streams can help you write programs faster, more concisely, more simply, with fewer bugs and that are easier to parallelize (to get per- formance improvements on multi-core systems) than programs written with previ- ous techniques. You’ll see that functional programming complements object- oriented programming. After you read Chapter 17, you’ll be able to cleverly reim- plement many of the Java SE 7 examples throughout the book (Fig. 2). • Java SE 7’s try-with-resources statement and the AutoClosable Interface. Auto- Closable objects reduce the likelihood of resource leaks when you use them with the try-with-resources statement, which automatically closes the AutoClosable objects. In this edition, we use try-with-resources and AutoClosable objects as appropriate starting in Chapter 15, Files, Streams and Object Serialization. • Java security. We audited our book against the CERT Oracle Secure Coding Standard for Java as appropriate for an introductory textbook. See the Secure Java Programming section of this Preface for more information about CERT. Pre-Java-SE-8 topics Corresponding Java SE 8 discussions and examples Chapter 7, Arrays and ArrayLists Sections 17.3–17.4 introduce basic lambda and streams capabilities that process one-dimensional arrays. Chapter 10, Object-Oriented Pro- gramming: Polymorphism and Interfaces Section 10.10 introduces the new Java SE 8 interface features (default methods, static methods and the concept of functional interfaces) that support func- tional programming with lambdas and streams. Chapters 12 and 22, GUI Compo- nents: Part 1 and 2, respectively Section 17.9 shows how to use a lambda to implement a Swing event-listener functional interface. Chapter 14, Strings, Characters and Regular Expressions Section 17.5 shows how to use lambdas and streams to process collections of String objects. Chapter 15, Files, Streams and Object Serialization Section 17.7 shows how to use lambdas and streams to process lines of text from a file. Chapter 23, Concurrency Shows that functional programs are easier to parallelize so that they can take advantage of multi-core architectures to enhance performance. Demonstrates parallel stream processing. Shows that Arrays method parallelSort improves performance on multi-core architectures when sorting large arrays. Chapter 25, JavaFX GUI: Part 1 Section 25.5.5 shows how to use a lambda to imple- ment a JavaFX event-listener functional interface. Fig. 2 | Java SE 8 lambdas and streams discussions and examples. http://bit.ly/CERTOracleSecureJava
  • 31. New and Updated Features xxix • Java NIO API. We updated the file-processing examples in Chapter 15 to use features from the Java NIO (new IO) API. • Java Documentation. Throughout the book, we provide links to Java documen- tation where you can learn more about various topics that we present. For Java SE 7 documentation, the links begin with and for Java SE 8 documentation, the links begin with These links could change when Oracle releases Java SE 8—possibly to links begin- ning with For any links that change after publication, we’ll post updates at Swing and JavaFX GUI, Graphics and Multimedia • Swing GUI and Java 2D graphics. Java’s Swing GUI is discussed in the optional GUI and graphics sections in Chapters 3–10 and in Chapters 12 and 22. Swing is now in maintenance mode—Oracle has stopped development and will provide only bug fixes going forward, however it will remain part of Java and is still widely used. Chapter 13 discusses Java 2D graphics. • JavaFX GUI, graphics and multimedia. Java’s GUI, graphics and multimedia API going forward is JavaFX. In Chapter 25, we use JavaFX 2.2 (released in 2012) with Java SE 7. Our online Chapters 26 and 27—located on the book’s companion website (see the inside front cover of this book)—present additional JavaFX GUI features and introduce JavaFX graphics and multimedia in the con- text of Java FX 8 and Java SE 8. In Chapters 25–27 we use Scene Builder—a drag-and-drop tool for creating JavaFX GUIs quickly and conveniently. It’s a standalone tool that you can use separately or with any of the Java IDEs. • Scalable GUI and graphics presentation. Instructors teaching introductory courses have a broad choice of the amount of GUI, graphics and multimedia to cover— from none at all, to optional introductory sections in the early chapters, to a deep treatment of Swing GUI and Java 2D graphics in Chapters 12, 13 and 22, and a deep treatment of JavaFX GUI, graphics and multimedia in Chapter 25 and online Chapters 26–27. Concurrency • Concurrency for optimal multi-core performance. In this edition, we were privi- leged to have as a reviewer Brian Goetz, co-author of Java Concurrency in Practice (Addison-Wesley). We updated Chapter 23, with Java SE 8 technology and idiom. We added a parallelSort vs. sort example that uses the Java SE 8 Date/Time API to time each operation and demonstrate parallelSort’s better performance on a multi-core system. We include a Java SE 8 parallel vs. sequential stream processing example, again using the Date/Time API to show performance improvements. Fi- http://docs.oracle.com/javase/7/ http://download.java.net/jdk8/ http://docs.oracle.com/javase/8/ http://www.deitel.com/books/jhtp10
  • 32. xxx Preface nally, we added a Java SE 8 CompletableFuture example that demonstrates se- quential and parallel execution of long-running calculations. • SwingWorker class. We use class SwingWorker to create multithreaded user inter- faces. In online Chapter 26, we show how JavaFX handles concurrency. • Concurrency is challenging. Programming concurrent applications is difficult and error-prone. There’s a great variety of concurrency features. We point out the ones that most people should use and mention those that should be left to the experts. Getting Monetary Amounts Right • Monetary amounts. In the early chapters, for convenience, we use type double to represent monetary amounts. Due to the potential for incorrect monetary calcula- tions with type double, class BigDecimal (which is a bit more complex) should be used to represent monetary amounts. We demonstrate BigDecimal in Chapters 8 and 25. Object Technology • Object-oriented programming and design. We use an early objects approach, in- troducing the basic concepts and terminology of object technology in Chapter 1. Students develop their first customized classes and objects in Chapter 3. Present- ing objects and classes early gets students “thinking about objects” immediately and mastering these concepts more thoroughly. [For courses that require a late- objects approach, consider Java How to Program, 10/e, Late Objects Version.] • Early objects real-world case studies. The early classes and objects presentation features Account, Student, AutoPolicy, Time, Employee, GradeBook and Card shuffling-and-dealing case studies, gradually introducing deeper OO concepts. • Inheritance, Interfaces, Polymorphism and Composition. We use a series of real- world case studies to illustrate each of these OO concepts and explain situations in which each is preferred in building industrial-strength applications. • Exception handling. We integrate basic exception handling early in the book then present a deeper treatment in Chapter 11. Exception handling is important for building “mission-critical” and “business-critical” applications. Programmers need to be concerned with, “What happens when the component I call on to do a job experiences difficulty? How will that component signal that it had a prob- lem?” To use a Java component, you need to know not only how that component behaves when “things go well,” but also what exceptions that component “throws” when “things go poorly.” • Class Arrays and ArrayList. Chapter 7 covers class Arrays—which contains methods for performing common array manipulations—and class ArrayList— which implements a dynamically resizable array-like data structure. This follows our philosophy of getting lots of practice using existing classes while learning how to define your own classes. The chapter’s rich selection of exercises includes a sub- stantial project on building your own computer through the technique of soft- ware simulation. Chapter 21 includes a follow-on project on building your own compiler that can compile high-level language programs into machine language code that will execute on your computer simulator.
  • 33. New and Updated Features xxxi • Optional Online Case Study: Developing an Object-Oriented Design and Java Implementation of an ATM. Online Chapters 33–34 include an optional case study on object-oriented design using the UML (Unified Modeling Lan- guage™)—the industry-standard graphical language for modeling object-orient- ed systems. We design and implement the software for a simple automated teller machine (ATM). We analyze a typical requirements document that specifies the system to be built. We determine the classes needed to implement that system, the attributes the classes need to have, the behaviors the classes need to exhibit and specify how the classes must interact with one another to meet the system re- quirements. From the design we produce a complete Java implementation. Stu- dents often report having a “light-bulb moment”—the case study helps them “tie it all together” and really understand object orientation. Data Structures and Generic Collections • Data structures presentation. We begin with generic class ArrayList in Chapter 7. Our later data structures discussions (Chapters 16–21) provide a deeper treatment of generic collections—showing how to use the built-in collections of the Java API. We discuss recursion, which is important for implementing tree-like, data-structure classes. We discuss popular searching and sorting algorithms for manipulating the contents of collections, and provide a friendly introduction to Big O—a means of describing how hard an algorithm might have to work to solve a problem. We then show how to implement generic methods and classes, and custom generic data struc- tures (this is intended for computer-science majors—most programmers should use the pre-built generic collections). Lambdas and streams (introduced in Chapter 17) are especially useful for working with generic collections. Database • JDBC. Chapter 24 covers JDBC and uses the Java DB database management sys- tem. The chapter introduces Structured Query Language (SQL) and features an OO case study on developing a database-driven address book that demonstrates prepared statements. • Java Persistence API. The new online Chapter 29 covers the Java Persistence API (JPA)—a standard for object relational mapping (ORM) that uses JDBC “under the hood.” ORM tools can look at a database’s schema and generate a set of class- es that enabled you to interact with a database without having to use JDBC and SQL directly. This speeds database-application development, reduces errors and produces more portable code. Web Application Development • Java Server Faces (JSF). Online Chapters 30–31 have been updated to introduce the latest JavaServer Faces (JSF) technology, which facilitates building JSF web- based applications. Chapter 30 includes examples on building web application GUIs, validating forms and session tracking. Chapter 31 discusses data-driven, Ajax-enabled JSF applications—the chapter features a database-driven multitier web address book that allows users to add and search for contacts. • Web services. Chapter 32 now concentrates on creating and consuming REST- based web services. The vast majority of today’s web services now use REST.
  • 34. xxxii Preface Secure Java Programming It’s difficult to build industrial-strength systems that stand up to attacks from viruses, worms, and other forms of “malware.” Today, via the Internet, such attacks can be instan- taneous and global in scope. Building security into software from the beginning of the de- velopment cycle can greatly reduce vulnerabilities. We incorporate various secure Java coding practices (as appropriate for an introductory textbook) into our discussions and code examples. The CERT® Coordination Center (www.cert.org) was created to analyze and respond promptly to attacks. CERT—the Computer Emergency Response Team—is a government-funded organization within the Carnegie Mellon University Software Engi- neering Institute™. CERT publishes and promotes secure coding standards for various popular programming languages to help software developers implement industrial- strength systems that avoid the programming practices which leave systems open to attack. We’d like to thank Robert C. Seacord, Secure Coding Manager at CERT and an adjunct professor in the Carnegie Mellon University School of Computer Science. Mr. Sea- cord was a technical reviewer for our book, C How to Program, 7/e, where he scrutinized our C programs from a security standpoint, recommending that we adhere to the CERT C Secure Coding Standard. This experience influenced our coding practices in C++ How to Program, 9/e and Java How to Program, 10/e as well. Optional GUI and Graphics Case Study Students enjoy building GUI and graphics applications. For courses that introduce GUI and graphics early, we’ve integrated an optional 10-segment introduction to creating graphics and Swing-based graphical user interfaces (GUIs). The goal of this case study is to create a simple polymorphic drawing application in which the user can select a shape to draw, select the characteristics of the shape (such as its color) and use the mouse to draw the shape. The case study builds gradually toward that goal, with the reader implementing polymorphic drawing in Chapter 10, adding an event-driven GUI in Chapter 12 and en- hancing the drawing capabilities in Chapter 13 with Java 2D. • Section 3.6—Using Dialog Boxes • Section 4.15—Creating Simple Drawings • Section 5.11—Drawing Rectangles and Ovals • Section 6.13—Colors and Filled Shapes • Section 7.17—Drawing Arcs • Section 8.16—Using Objects with Graphics • Section 9.7—Displaying Text and Images Using Labels • Section 10.11—Drawing with Polymorphism • Exercise 12.17—Expanding the Interface • Exercise 13.31—Adding Java2D Teaching Approach Java How to Program, 10/e, contains hundreds of complete working examples. We stress program clarity and concentrate on building well-engineered software.
  • 35. Teaching Approach xxxiii VideoNotes. The Companion Website includes extensive VideoNotes in which co-author Paul Deitel explains in detail most of the programs in the book’s core chapters. Students like viewing the VideoNotes for reinforcement of core concepts and for additional insights. Syntax Coloring. For readability, we syntax color all the Java code, similar to the way most Java integrated-development environments and code editors syntax color code. Our syn- tax-coloring conventions are as follows: Code Highlighting. We place yellow rectangles around key code segments. Using Fonts for Emphasis. We place the key terms and the index’s page reference for each defining occurrence in bold maroon text for easier reference. We emphasize on-screen components in the bold Helvetica font (e.g., the File menu) and emphasize Java program text in the Lucida font (for example, int x = 5;). Web Access. All of the source-code examples can be downloaded from: Objectives. The opening quotes are followed by a list of chapter objectives. Illustrations/Figures. Abundant tables, line drawings, UML diagrams, programs and pro- gram outputs are included. Programming Tips. We include programming tips to help you focus on important aspects of program development. These tips and practices represent the best we’ve gleaned from a combined seven decades of programming and teaching experience. comments appear in green keywords appear in dark blue errors appear in red constants and literal values appear in light blue all other code appears in black http://www.deitel.com/books/jhtp10 http://www.pearsonhighered.com/deitel Good Programming Practice The Good Programming Practices call attention to techniques that will help you pro- duce programs that are clearer, more understandable and more maintainable. Common Programming Error Pointing out these Common Programming Errors reduces the likelihood that you’ll make them. Error-Prevention Tip These tips contain suggestions for exposing bugs and removing them from your programs; many describe aspects of Java that prevent bugs from getting into programs in the first place. Performance Tip These tips highlight opportunities for making your programs run faster or minimizing the amount of memory that they occupy. Portability Tip The Portability Tips help you write code that will run on a variety of platforms.
  • 36. xxxiv Preface Summary Bullets. We present a section-by-section bullet-list summary of the chapter. For ease of reference, we include the page number of each key term’s defining occurrence in the text. Self-Review Exercises and Answers. Extensive self-review exercises and answers are includ- ed for self study. All of the exercises in the optional ATM case study are fully solved. Exercises. The chapter exercises include: • simple recall of important terminology and concepts • What’s wrong with this code? • What does this code do? • writing individual statements and small portions of methods and classes • writing complete methods, classes and programs • major projects • in many chapters, Making a Difference exercises that encourage you to use com- puters and the Internet to research and solve significant social problems. Exercises that are purely SE 8 are marked as such. Check out our Programming Projects Resource Center for lots of additional exercise and project possibilities (www.deitel.com/ ProgrammingProjects/). Index. We’ve included an extensive index. Defining occurrences of key terms are high- lighted with a bold maroon page number. The print book index mentions only those terms used in the print book. The online chapters index includes all the print book terms and the online chapter terms. Software Used in Java How to Program, 10/e All the software you’ll need for this book is available free for download from the Internet. See the Before You Begin section that follows this Preface for links to each download. We wrote most of the examples in Java How to Program, 10/e, using the free Java Stan- dard Edition Development Kit (JDK) 7. For the optional Java SE 8 modules, we used the OpenJDK’s early access version of JDK 8. In Chapter 25 and several online chapters, we also used the Netbeans IDE. See the Before You Begin section that follows this Preface for more information. You can find additional resources and software downloads in our Java Resource Centers at: Software Engineering Observation The Software Engineering Observations highlight architectural and design issues that affect the construction of software systems, especially large-scale systems. Look-and-Feel Observation The Look-and-Feel Observations highlight graphical-user-interface conventions. These observations help you design attractive, user-friendly graphical user interfaces that con- form to industry norms. www.deitel.com/ResourceCenters.html
  • 37. Instructor Supplements xxxv Instructor Supplements The following supplements are available to qualified instructors only through Pearson Education’s Instructor Resource Center (www.pearsonhighered.com/irc): • PowerPoint® slides containing all the code and figures in the text, plus bulleted items that summarize key points. • Test Item File of multiple-choice questions (approximately two per book sec- tion). • Solutions Manual with solutions to the vast majority of the end-of-chapter exer- cises. Before assigning an exercise for homework, instructors should check the IRC to be sure it includes the solution. Please do not write to us requesting access to the Pearson Instructor’s Resource Center which contains the book’s instructor supplements, including the exercise solutions. Ac- cess is limited strictly to college instructors teaching from the book. Instructors may ob- tain access only through their Pearson representatives. Solutions are not provided for “project” exercises. If you’re not a registered faculty member, contact your Pearson representative or visit www.pearsonhighered.com/educator/replocator/. Acknowledgments We’d like to thank Abbey Deitel and Barbara Deitel for long hours devoted to this project. We’re fortunate to have worked on this project with the dedicated team of publishing pro- fessionals at Pearson. We appreciate the guidance, wisdom and energy of Tracy Johnson, Executive Editor, Computer Science. Tracy and her team handle all of our academic text- books. Carole Snyder recruited the book’s academic reviewers and managed the review process. Bob Engelhardt managed the book’s publication. We selected the cover art and Laura Gardner designed the cover. Reviewers We wish to acknowledge the efforts of our recent editions reviewers—a distinguished group of academics, Oracle Java team members, Oracle Java Champions and other indus- try professionals. They scrutinized the text and the programs and provided countless sug- gestions for improving the presentation. We appreciate the guidance of Jim Weaver and Johan Vos (co-authors of Pro JavaFX 2), and Simon Ritter on the three JavaFX chapters. Tenth Edition reviewers: Lance Andersen (Oracle Corporation), Dr. Danny Coward (Oracle Corporation), Brian Goetz (Oracle Corporation), Evan Golub (University of Maryland), Dr. Huiwei Guan (Professor, Department of Computer Information Sci- ence, North Shore Community College), Manfred Riem (Java Champion), Simon Ritter (Oracle Corporation), Robert C. Seacord (CERT, Software Engineering Institute, Carn- egie Mellon University), Khallai Taylor (Assistant Professor, Triton College and Adjunct Professor, Lonestar College—Kingwood), Jorge Vargas (Yumbling and a Java Champion), Johan Vos (LodgON and Oracle Java Champion) and James L. Weaver (Oracle Corpora- tion and author of Pro JavaFX 2). Previous editions reviewers: Soundararajan Angusamy (Sun Microsystems), Joseph Bowbeer (Consultant), William E. Duncan (Louisiana State University), Diana Franklin
  • 38. xxxvi Preface (University of California, Santa Barbara), Edward F. Gehringer (North Carolina State University), Ric Heishman (George Mason University), Dr. Heinz Kabutz (JavaSpecial- ists.eu), Patty Kraft (San Diego State University), Lawrence Premkumar (Sun Microsys- tems), Tim Margush (University of Akron), Sue McFarland Metzger (Villanova University), Shyamal Mitra (The University of Texas at Austin), Peter Pilgrim (Consul- tant), Manjeet Rege, Ph.D. (Rochester Institute of Technology), Susan Rodger (Duke University), Amr Sabry (Indiana University), José Antonio González Seco (Parliament of Andalusia), Sang Shin (Sun Microsystems), S. Sivakumar (Astra Infotech Private Lim- ited), Raghavan “Rags” Srinivas (Intuit), Monica Sweat (Georgia Tech), Vinod Varma (Astra Infotech Private Limited) and Alexander Zuev (Sun Microsystems). A Special Thank You to Brian Goetz We were privileged to have Brian Goetz, Oracle’s Java Language Architect and Specifica- tion Lead for Java SE 8’s Project Lambda, and co-author of Java Concurrency in Practice, do a detailed full-book review. He thoroughly scrutinized every chapter, providing ex- tremely helpful insights and constructive comments. Any remaining faults in the book are our own. Well, there you have it! As you read the book, we’d appreciate your comments, criti- cisms, corrections and suggestions for improvement. Please address all correspondence to: We’ll respond promptly. We hope you enjoy working with Java How to Program, 10/e, as much as we enjoyed writing it! Paul and Harvey Deitel About the Authors Paul Deitel, CEO and Chief Technical Officer of Deitel Associates, Inc., is a graduate of MIT, where he studied Infor- mation Technology. He holds the Java Certified Programmer and Java Certified Developer designations, and is an Oracle Java Champion. Through Deitel Asso- ciates, Inc., he has delivered hundreds of programming courses worldwide to clients, in- cluding Cisco, IBM, Siemens, Sun Microsystems, Dell, Fidelity, NASA at the Kennedy Space Center, the National Severe Storm Laboratory, White Sands Missile Range, Rogue Wave Software, Boeing, SunGard Higher Education, Nortel Networks, Puma, iRobot, Invensys and many more. He and his co-author, Dr. Harvey M. Deitel, are the world’s best-selling programming-language textbook/professional book/video authors. Dr. Harvey Deitel, Chairman and Chief Strategy Officer of Deitel Associates, Inc., has over 50 years of experience in the computer field. Dr. Deitel earned B.S. and M.S. degrees in Electrical Engineering from MIT and a Ph.D. in Mathematics from Boston University. He has extensive college teaching experience, including earning tenure and serving as the Chairman of the Computer Science Department at Boston College before founding Deitel Associates, Inc., in 1991 with his son, Paul. The Deitels’ publications deitel@deitel.com
  • 39. About Deitel® Associates, Inc. xxxvii have earned international recognition, with translations published in Japanese, German, Russian, Spanish, French, Polish, Italian, Simplified Chinese, Traditional Chinese, Korean, Portuguese, Greek, Urdu and Turkish. Dr. Deitel has delivered hundreds of pro- gramming courses to corporate, academic, government and military clients. About Deitel® Associates, Inc. Deitel Associates, Inc., founded by Paul Deitel and Harvey Deitel, is an internationally recognized authoring and corporate training organization, specializing in computer pro- gramming languages, object technology, mobile app development and Internet and web software technology. The company’s training clients include many of the world’s largest companies, government agencies, branches of the military, and academic institutions. The company offers instructor-led training courses delivered at client sites worldwide on major programming languages and platforms, including Java™, Android app development, Objective-C and iOS app development, C++, C, Visual C#®, Visual Basic®, Visual C++®, Python®, object technology, Internet and web programming and a growing list of addi- tional programming and software development courses. Through its 39-year publishing partnership with Pearson/Prentice Hall, Deitel Associates, Inc., publishes leading-edge programming textbooks and professional books in print and a wide range of e-book formats, and LiveLessons video courses. Deitel Associ- ates, Inc. and the authors can be reached at: To learn more about Deitel’s Dive-Into® Series Corporate Training curriculum, visit: To request a proposal for worldwide on-site, instructor-led training at your organization, e-mail deitel@deitel.com. Individuals wishing to purchase Deitel books and LiveLessons video training can do so through www.deitel.com. Bulk orders by corporations, the government, the military and academic institutions should be placed directly with Pearson. For more information, visit deitel@deitel.com http://www.deitel.com/training http://www.informit.com/store/sales.aspx
  • 41. Before You Begin This section contains information you should review before using this book. Any updates to the information presented here will be posted at: In addition, we provide Dive-Into® videos (which will be available in time for Fall 2014 classes) that demonstrate the instructions in this Before You Begin section. Font and Naming Conventions We use fonts to distinguish between on-screen components (such as menu names and menu items) and Java code or commands. Our convention is to emphasize on-screen com- ponents in a sans-serif bold Helvetica font (for example, File menu) and to emphasize Java code and commands in a sans-serif Lucida font (for example, System.out.println()). Software Used in the Book All the software you’ll need for this book is available free for download from the web. With the exception of the examples that are specific to Java SE 8, all of the examples were tested with the Java SE 7 and Java SE 8 Java Standard Edition Development Kits (JDKs). Java Standard Edition Development Kit 7 (JDK 7) JDK 7 for Windows, OS X and Linux platforms is available from: Java Standard Edition Development Kit (JDK) 8 At the time of this publication, the near-final version of JDK 8 for Windows, OS X and Linux platforms was available from: Once JDK 8 is released as final, it will be available from: JDK Installation Instructions After downloading the JDK installer, be sure to carefully follow the JDK installation in- structions for your platform at: Though these instructions are for JDK 7, they also apply to JDK 8—you’ll need to update the JDK version number in any version-specific instructions. http://www.deitel.com/books/jhtp10 http://www.oracle.com/technetwork/java/javase/downloads/index.html https://jdk8.java.net/download.html http://www.oracle.com/technetwork/java/javase/downloads/index.html http://docs.oracle.com/javase/7/docs/webnotes/install/index.html
  • 42. xl Before You Begin Setting the PATH Environment Variable The PATH environment variable on your computer designates which directories the com- puter searches when looking for applications, such as the applications that enable you to compile and run your Java applications (called javac and java, respectively). Carefully fol- low the installation instructions for Java on your platform to ensure that you set the PATH envi- ronment variable correctly. The steps for setting environment variables differ by operating system and sometimes by operating system version (e.g., Windows 7 vs. Windows 8). In- structions for various platforms are listed at: If you do not set the PATH variable correctly on Windows and some Linux installations, when you use the JDK’s tools, you’ll receive a message like: In this case, go back to the installation instructions for setting the PATH and recheck your steps. If you’ve downloaded a newer version of the JDK, you may need to change the name of the JDK’s installation directory in the PATH variable. JDK Installation Directory and the bin Subdirectory The JDK’s installation directory varies by platform. The directories listed below are for Oracle’s JDK 7 update 51: • 32-bit JDK on Windows: C:Program Files (x86)Javajdk1.7.0_51 • 64-bit JDK on Windows: C:Program FilesJavajdk1.7.0_51 • Mac OS X: /Library/Java/JavaVirtualMachines/jdk1.7.0_51.jdk/Contents/Home • Ubuntu Linux: /usr/lib/jvm/java-7-oracle Depending on your platform, the JDK installation folder’s name might differ if you’re us- ing a different update of JDK 7 or using JDK 8. For Linux, the install location depends on the installer you use and possibly the version of Linux that you use. We used Ubuntu Linux. The PATH environment variable must point to the JDK installation directory’s bin subdirectory. When setting the PATH, be sure to use the proper JDK-installation-directory name for the specific version of the JDK you installed—as newer JDK releases become available, the JDK-installation-directory name changes to include an update version number. For example, at the time of this writing, the most recent JDK 7 release was update 51. For this version, the JDK-installation-directory name ends with _51. Setting the CLASSPATH Environment Variable If you attempt to run a Java program and receive a message like http://www.java.com/en/download/help/path.xml 'java' is not recognized as an internal or external command, operable program or batch file. Exception in thread main java.lang.NoClassDefFoundError: YourClass
  • 43. Setting the JAVA_HOME Environment Variable xli then your system has a CLASSPATH environment variable that must be modified. To fix the preceding error, follow the steps in setting the PATH environment variable, to locate the CLASSPATH variable, then edit the variable’s value to include the local directory—typically represented as a dot (.). On Windows add at the beginning of the CLASSPATH’s value (with no spaces before or after these characters). On other platforms, replace the semicolon with the appropriate path separator charac- ters—typically a colon (:). Setting the JAVA_HOME Environment Variable The Java DB database software that you’ll use in Chapter 24 and several online chapters requires you to set the JAVA_HOME environment variable to your JDK’s installation direc- tory. The same steps you used to set the PATH may also be used to set other environment variables, such as JAVA_HOME. Java Integrated Development Environments (IDEs) There are many Java integrated development environments that you can use for Java pro- gramming. For this reason, we used only the JDK command-line tools for most of the book’s examples. We provide Dive-Into® videos (which will be available in time for Fall 2014 classes) that show how to download, install and use three popular IDEs—NetBeans, Eclipse and IntelliJ IDEA. We use NetBeans in Chapter 25 and several of the book’s on- line chapters. NetBeans Downloads You can download the JDK/NetBeans bundle from: The NetBeans version that’s bundled with the JDK is for Java SE development. The on- line JavaServer Faces (JSF) chapters and web services chapter use the Java Enterprise Edi- tion (Java EE) version of NetBeans, which you can download from: This version supports both Java SE and Java EE development. Eclipse Downloads You can download the Eclipse IDE from: For Java SE development choose the Eclipse IDE for Java Developers. For Java Enterprise Edition (Java EE) development (such as JSF and web services), choose the Eclipse IDE for Java EE Developers—this version supports both Java SE and Java EE development. IntelliJ IDEA Community Edition Downloads You can download the free IntelliJ IDEA Community Edition from: The free version supports only Java SE development. .; http://www.oracle.com/technetwork/java/javase/downloads/index.html https://netbeans.org/downloads/ https://www.eclipse.org/downloads/ http://www.jetbrains.com/idea/download/index.html
  • 44. xlii Before You Begin Obtaining the Code Examples The examples for Java How to Program, 10/e are available for download at under the heading Download Code Examples and Other Premium Content. The examples are also available from When you download the ZIP archive file, write down the location where you choose to save it on your computer. Extract the contents of examples.zip using a ZIP extraction tool such as 7-Zip (www.7-zip.org), WinZip (www.winzip.com) or the built-in capabilities of your operating system. Instructions throughout the book assume that the examples are located at: • C:examples on Windows • your user account home folder’s examples subfolder on Linux • your Documents folders examples subfolder on Mac OS X Java’s Nimbus Look-and-Feel Java comes bundled with a cross-platform look-and-feel known as Nimbus. For programs with Swing graphical user interfaces (e.g., Chapters 12 and 22), we configured our test computers to use Nimbus as the default look-and-feel. To set Nimbus as the default for all Java applications, you must create a text file named swing.properties in the lib folder of both your JDK installation folder and your JRE installation folder. Place the following line of code in the file: For more information on locating these folders visit http://docs.oracle.com/javase/ 7/docs/webnotes/install/index.html. [Note: In addition to the standalone JRE, there’s a JRE nested in your JDK’s installation folder. If you’re using an IDE that depends on the JDK (e.g., NetBeans), you may also need to place the swing.properties file in the nested jre folder’s lib folder.] You’re now ready to begin your Java studies with Java How to Program, 10/e. We hope you enjoy the book! http://www.deitel.com/books/jhtp10/ http://www.pearsonhighered.com/deitel swing.defaultlaf=com.sun.java.swing.plaf.nimbus.NimbusLookAndFeel
  • 45. 1 Introduction to Computers, the Internet and Java Man is still the most extraordinary computer of all. —John F. Kennedy Good design is good business. —Thomas J. Watson, Founder of IBM O b j e c t i v e s In this chapter you’ll: ■ Learn about exciting recent developments in the computer field. ■ Learn computer hardware, software and networking basics. ■ Understand the data hierarchy. ■ Understand the different types of programming languages. ■ Understand the importance of Java and other leading programming languages. ■ Understand object-oriented programming basics. ■ Learn the importance of the Internet and the web. ■ Learn a typical Java program- development environment. ■ Test-drive a Java application. ■ Learn some key recent software technologies. ■ See how to keep up-to-date with information technologies.
  • 46. 2 Chapter 1 Introduction to Computers, the Internet and Java 1.1 Introduction Welcome to Java—one of the world’s most widely used computer programming languag- es. You’re already familiar with the powerful tasks computers perform. Using this text- book, you’ll write instructions commanding computers to perform those tasks. Software (i.e., the instructions you write) controls hardware (i.e., computers). You’ll learn object-oriented programming—today’s key programming methodology. You’ll create and work with many software objects. For many organizations, the preferred language for meeting their enterprise program- ming needs is Java. Java is also widely used for implementing Internet-based applications and software for devices that communicate over a network. Forrester Research predicts more than two billion PCs will be in use by 2015.1 According to Oracle, 97% of enterprise desktops, 89% of PC desktops, three billion devices (Fig. 1.1) and 100% of all Blu-ray Disc™ players run Java, and there are over 9 million Java developers.2 According to a study by Gartner, mobile devices will continue to outpace PCs as users’ primary computing devices; an estimated 1.96 billion smartphones and 388 million tablets will be shipped in 2015—8.7 times the number of PCs.3 By 2018, the mobile applications 1.1 Introduction 1.2 Hardware and Software 1.2.1 Moore’s Law 1.2.2 Computer Organization 1.3 Data Hierarchy 1.4 Machine Languages, Assembly Languages and High-Level Languages 1.5 Introduction to Object Technology 1.5.1 The Automobile as an Object 1.5.2 Methods and Classes 1.5.3 Instantiation 1.5.4 Reuse 1.5.5 Messages and Method Calls 1.5.6 Attributes and Instance Variables 1.5.7 Encapsulation and Information Hiding 1.5.8 Inheritance 1.5.9 Interfaces 1.5.10 Object-Oriented Analysis and Design (OOAD) 1.5.11 The UML (Unified Modeling Language) 1.6 Operating Systems 1.6.1 Windows—A Proprietary Operating System 1.6.2 Linux—An Open-Source Operating System 1.6.3 Android 1.7 Programming Languages 1.8 Java 1.9 A Typical Java Development Environment 1.10 Test-Driving a Java Application 1.11 Internet and World Wide Web 1.11.1 The Internet: A Network of Networks 1.11.2 The World Wide Web: Making the Internet User-Friendly 1.11.3 Web Services and Mashups 1.11.4 Ajax 1.11.5 The Internet of Things 1.12 Software Technologies 1.13 Keeping Up-to-Date with Information Technologies Self-Review Exercises | Answers to Self-Review Exercises | Exercises | Making a Difference 1. http://www.worldometers.info/computers. 2. http://www.oracle.com/technetwork/articles/java/javaone12review-1863742.html. 3. http://www.gartner.com/newsroom/id/2645115.
  • 47. 1.1 Introduction 3 (apps) market is expected to reach $92 billion.4 This is creating significant career opportu- nities for people who program mobile applications, many of which are programmed in Java (see Section 1.6.3). Java Standard Edition Java has evolved so rapidly that this tenth edition of Java How to Program—based on Java Standard Edition 7 (Java SE 7) and Java Standard Edition 8 (Java SE 8)—was published just 17 years after the first edition. Java Standard Edition contains the capabilities needed to develop desktop and server applications. The book can be used with either Java SE 7 or Java SE 8 (released just after this book was published). All of the Java SE 8 features are discussed in modular, easy-to-include-or-omit sections throughout the book. Prior to Java SE 8, Java supported three programming paradigms—procedural pro- gramming, object-oriented programming and generic programming. Java SE 8 adds functional programming. In Chapter 17, we’ll show how to use functional programming to write pro- grams faster, more concisely, with fewer bugs and that are easier to parallelize (i.e., perform multiple calculations simultaneously) to take advantage of today’s multi-core hardware architectures to enhance application performance. Java Enterprise Edition Java is used in such a broad spectrum of applications that it has two other editions. The Java Enterprise Edition (Java EE) is geared toward developing large-scale, distributed net- working applications and web-based applications. In the past, most computer applications ran on “standalone” computers (computers that were not networked together). Today’s applications can be written with the aim of communicating among the world’s computers via the Internet and the web. Later in this book we discuss how to build such web-based applications with Java. Devices Airplane systems ATMs Automobile infotainment systems Blu-ray Disc™ players Cable boxes Copiers Credit cards CT scanners Desktop computers e-Readers Game consoles GPS navigation systems Home appliances Home security systems Light switches Lottery terminals Medical devices Mobile phones MRIs Parking payment stations Printers Transportation passes Robots Routers Smart cards Smart meters Smartpens Smartphones Tablets Televisions TV set-top boxes Thermostats Vehicle diagnostic systems Fig. 1.1 | Some devices that use Java. 4. https://www.abiresearch.com/press/tablets-will-generate-35-of-this-years-25- billion-.
  • 48. 4 Chapter 1 Introduction to Computers, the Internet and Java Java Micro Edition The Java Micro Edition (Java ME)—a subset of Java SE—is geared toward developing applications for resource-constrained embedded devices, such as smartwatches, MP3 play- ers, television set-top boxes, smart meters (for monitoring electric energy usage) and more. 1.2 Hardware and Software Computers can perform calculations and make logical decisions phenomenally faster than human beings can. Many of today’s personal computers can perform billions of calcula- tions in one second—more than a human can perform in a lifetime. Supercomputers are already performing thousands of trillions (quadrillions) of instructions per second! China’s National University of Defense Technology’s Tianhe-2 supercomputer can perform over 33 quadrillion calculations per second (33.86 petaflops)!5 To put that in perspective, the Tianhe-2 supercomputer can perform in one second about 3 million calculations for every per- son on the planet! And—these supercomputing “upper limits” are growing quickly. Computers process data under the control of sequences of instructions called com- puter programs. These software programs guide the computer through ordered actions specified by people called computer programmers. In this book, you’ll learn a key pro- gramming methodology that’s enhancing programmer productivity, thereby reducing software development costs—object-oriented programming. A computer consists of various devices referred to as hardware (e.g., the keyboard, screen, mouse, hard disks, memory, DVD drives and processing units). Computing costs are dropping dramatically, owing to rapid developments in hardware and software technol- ogies. Computers that might have filled large rooms and cost millions of dollars decades ago are now inscribed on silicon chips smaller than a fingernail, costing perhaps a few dol- lars each. Ironically, silicon is one of the most abundant materials on Earth—it’s an ingre- dient in common sand. Silicon-chip technology has made computing so economical that computers have become a commodity. 1.2.1 Moore’s Law Every year, you probably expect to pay at least a little more for most products and services. The opposite has been the case in the computer and communications fields, especially with regard to the hardware supporting these technologies. For many decades, hardware costs have fallen rapidly. Every year or two, the capacities of computers have approximately doubled inexpen- sively. This remarkable trend often is called Moore’s Law, named for the person who iden- tified it in the 1960s, Gordon Moore, co-founder of Intel—the leading manufacturer of the processors in today’s computers and embedded systems. Moore’s Law and related observations apply especially to the amount of memory that computers have for programs, the amount of secondary storage (such as disk storage) they have to hold programs and data over longer periods of time, and their processor speeds—the speeds at which they exe- cute their programs (i.e., do their work). 5. http://www.top500.org/.
  • 49. 1.2 Hardware and Software 5 Similar growth has occurred in the communications field—costs have plummeted as enormous demand for communications bandwidth (i.e., information-carrying capacity) has attracted intense competition. We know of no other fields in which technology improves so quickly and costs fall so rapidly. Such phenomenal improvement is truly fos- tering the Information Revolution. 1.2.2 Computer Organization Regardless of differences in physical appearance, computers can be envisioned as divided into various logical units or sections (Fig. 1.2). Logical unit Description Input unit This “receiving” section obtains information (data and computer programs) from input devices and places it at the disposal of the other units for pro- cessing. Most user input is entered into computers through keyboards, touch screens and mouse devices. Other forms of input include receiving voice commands, scanning images and barcodes, reading from secondary storage devices (such as hard drives, DVD drives, Blu-ray Disc™ drives and USB flash drives—also called “thumb drives” or “memory sticks”), receiving video from a webcam and having your computer receive information from the Internet (such as when you stream videos from YouTube® or download e-books from Amazon). Newer forms of input include position data from a GPS device, and motion and orientation information from an accelerometer (a device that responds to up/down, left/right and forward/backward accel- eration) in a smartphone or game controller (such as Microsoft® Kinect® and Xbox®, Wii™ Remote and Sony® PlayStation® Move). Output unit This “shipping” section takes information the computer has processed and places it on various output devices to make it available for use outside the computer. Most information that’s output from computers today is dis- played on screens (including touch screens), printed on paper (“going green” discourages this), played as audio or video on PCs and media players (such as Apple’s iPods) and giant screens in sports stadiums, transmitted over the Internet or used to control other devices, such as robots and “intel- ligent” appliances. Information is also commonly output to secondary stor- age devices, such as hard drives, DVD drives and USB flash drives. A popular recent form of output is smartphone vibration. Memory unit This rapid-access, relatively low-capacity “warehouse” section retains information that has been entered through the input unit, making it immediately available for processing when needed. The memory unit also retains processed information until it can be placed on output devices by the output unit. Information in the memory unit is volatile—it’s typically lost when the computer’s power is turned off. The memory unit is often called either memory, primary memory or RAM (Random Access Mem- ory). Main memories on desktop and notebook computers contain as much as 128 GB of RAM. GB stands for gigabytes; a gigabyte is approximately one billion bytes. A byte is eight bits. A bit is either a 0 or a 1. Fig. 1.2 | Logical units of a computer. (Part 1 of 2.)
  • 50. 6 Chapter 1 Introduction to Computers, the Internet and Java 1.3 Data Hierarchy Data items processed by computers form a data hierarchy that becomes larger and more complex in structure as we progress from the simplest data items (called “bits”) to richer ones, such as characters and fields. Figure 1.3 illustrates a portion of the data hierarchy. Bits The smallest data item in a computer can assume the value 0 or the value 1. It’s called a bit (short for “binary digit”—a digit that can assume one of two values). Remarkably, the impressive functions performed by computers involve only the simplest manipulations of 0s and 1s—examining a bit’s value, setting a bit’s value and reversing a bit’s value (from 1 to 0 or from 0 to 1). Characters It’s tedious for people to work with data in the low-level form of bits. Instead, they prefer to work with decimal digits (0–9), letters (A–Z and a–z), and special symbols (e.g., $, @, %, Arithmetic and logic unit (ALU) This “manufacturing” section performs calculations, such as addition, sub- traction, multiplication and division. It also contains the decision mecha- nisms that allow the computer, for example, to compare two items from the memory unit to determine whether they’re equal. In today’s systems, the ALU is implemented as part of the next logical unit, the CPU. Central processing unit (CPU) This “administrative” section coordinates and supervises the operation of the other sections. The CPU tells the input unit when information should be read into the memory unit, tells the ALU when information from the memory unit should be used in calculations and tells the output unit when to send information from the memory unit to certain output devices. Many of today’s computers have multiple CPUs and, hence, can perform many operations simultaneously. A multi-core processor implements multiple processors on a single integrated-circuit chip—a dual-core processor has two CPUs and a quad-core processor has four CPUs. Today’s desktop computers have processors that can execute billions of instructions per second. Secondary storage unit This is the long-term, high-capacity “warehousing” section. Programs or data not actively being used by the other units normally are placed on sec- ondary storage devices (e.g., your hard drive) until they’re again needed, possibly hours, days, months or even years later. Information on secondary storage devices is persistent—it’s preserved even when the computer’s power is turned off. Secondary storage information takes much longer to access than information in primary memory, but its cost per unit is much less. Examples of secondary storage devices include hard drives, DVD drives and USB flash drives, some of which can hold over 2 TB (TB stands for tera- bytes; a terabyte is approximately one trillion bytes). Typical hard drives on desktop and notebook computers hold up to 2 TB, and some desktop hard drives can hold up to 4 TB. Logical unit Description Fig. 1.2 | Logical units of a computer. (Part 2 of 2.)
  • 51. 1.3 Data Hierarchy 7 , *, (, ), –, +, , :, ? and /). Digits, letters and special symbols are known as characters. The computer’s character set is the set of all the characters used to write programs and represent data items. Computers process only 1s and 0s, so a computer’s character set rep- resents every character as a pattern of 1s and 0s. Java uses Unicode® characters that are composed of one, two or four bytes (8, 16 or 32 bits). Unicode contains characters for many of the world’s languages. See Appendix H for more information on Unicode. See Appendix B for more information on the ASCII (American Standard Code for Informa- tion Interchange) character set—the popular subset of Unicode that represents uppercase and lowercase letters, digits and some common special characters. Fields Just as characters are composed of bits, fields are composed of characters or bytes. A field is a group of characters or bytes that conveys meaning. For example, a field consisting of uppercase and lowercase letters can be used to represent a person’s name, and a field con- sisting of decimal digits could represent a person’s age. Records Several related fields can be used to compose a record (implemented as a class in Java). In a payroll system, for example, the record for an employee might consist of the following fields (possible types for these fields are shown in parentheses): Fig. 1.3 | Data hierarchy. Tom Blue Sally Black Judy Green File J u d y Field Unicode character J Record Iris Orange Randy Red 00000000 01001010 1 Bit Judy Green