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Summary - Java

The document provides a comprehensive overview of Java, covering its history, key features, and basic syntax. It includes sections on Java programs, variables, operators, data types, and object-oriented programming concepts such as classes, inheritance, and interfaces. Additionally, it discusses advanced topics like exception handling, threading, and GUI development with AWT.

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SS GAMER
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© © All Rights Reserved
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
10 views

Summary - Java

The document provides a comprehensive overview of Java, covering its history, key features, and basic syntax. It includes sections on Java programs, variables, operators, data types, and object-oriented programming concepts such as classes, inheritance, and interfaces. Additionally, it discusses advanced topics like exception handling, threading, and GUI development with AWT.

Uploaded by

SS GAMER
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 21

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Summary - Java
UNIT-I Summary with Syntax

1. Introduction to Java
1.1 History of Java

Developed by James Gosling at Sun Microsystems in the early 1990s.

First version (Java 1.0) was released in 1996 with the "Write Once, Run
Anywhere" promise.

Acquired by Oracle in 2010.

Major updates:

Java 8 (2014): Introduced lambdas, streams, and functional programming.

Java 17 (2021): Current LTS version with advanced features like sealed
classes and pattern matching.

1.2 Key Features of Java

Platform Independence: Code runs on any machine with JVM.

Object-Oriented: Everything is based on objects and classes.

Strongly Typed: Type safety ensures fewer runtime errors.

Automatic Memory Management: Garbage collector manages memory.

Security: Secure execution environment using class loaders and bytecode


verification.

Rich Standard Library: Extensive built-in libraries for various tasks.

Multi-threading: Supports concurrent execution.

Exception Handling: Handles runtime errors gracefully.

1.3 Getting Started with Java

1. Installing JDK:

Download and install the JDK from Oracle or OpenJDK.

2. Choosing an IDE:

Examples: IntelliJ IDEA, Eclipse, VS Code.

3. Writing and Running a Java Program:

public class HelloWorld {


public static void main(String[] args) {

Summary - Java 1
System.out.println("Hello, World!");
}
}

Compile: javac HelloWorld.java

Run: java HelloWorld

4. Learning Basics:

Variables, data types, operators, and control structures.

2. Java Programs
2.1 Types of Java Programs

Java Application:

Standalone program that runs on the operating system.

Has a main() method.

public class MyApp {


public static void main(String[] args) {
System.out.println("This is a Java application.");
}
}

Java Applet:

Small program embedded in web pages (deprecated since Java 9).

Lifecycle managed by the browser or applet viewer.

Key Differences:

Feature Java Application Java Applet

Execution Runs standalone Embedded in browser


main() Required Not required

Access Full system access Restricted access

3. Variables
3.1 Declaring and Initializing Variables

int number; // Declaration


number = 10; // Initialization
int count = 20; // Declaration + Initialization

3.2 Types of Variables

1. Local Variables:

Declared within methods or blocks.

Summary - Java 2
Example:

public void display() {


int localVar = 5; // Local variable
System.out.println(localVar);
}

2. Instance Variables:

Belong to an instance of a class.

Example:

class MyClass {
int instanceVar; // Instance variable
}

3. Static Variables:

Shared by all instances of a class.

Example:

class MyClass {
static int staticVar = 10;
}

3.3 Naming Conventions

Use camelCase for variables:

int studentAge;

4. Operators
4.1 Common Operators and Examples

Arithmetic Operators:

int sum = 5 + 10; // Addition


int product = 5 * 2; // Multiplication

Assignment Operators:

int x = 10;
x += 5; // Equivalent to x = x + 5

Relational Operators:

Summary - Java 3
boolean isEqual = (5 == 5); // true
boolean isGreater = (10 > 5); // true

Logical Operators:

boolean result = (true && false); // false

Ternary Operator:

int max = (a > b) ? a : b;

4.2 Operator Precedence

Parentheses () have the highest precedence.

5. Data Types
5.1 Primitive Data Types

int age = 25; // Integer


float price = 10.5f; // Floating-point number
char grade = 'A'; // Character
boolean isJavaFun = true; // Boolean

5.2 Non-Primitive Data Types

Arrays:

int[] numbers = {1, 2, 3};

Classes and Objects:

MyClass obj = new MyClass();

Interfaces:

interface MyInterface {
void performAction();
}

6. Tokens
6.1 Types of Tokens

1. Keywords:

Reserved words like class , public , void .

2. Identifiers:

Summary - Java 4
Names given to variables, methods, classes.

3. Literals:

Constants like "Hello" or 123 .

4. Operators:

Symbols like + , , = .

5. Special Symbols/Separators:

{ } , [ ] , ( ) , ; .

6.2 Example with Tokens

public class Example { // Keywords: public, class


int x = 10; // Identifier: x, Literal: 10
}

Conclusion:
Unit 1 introduces the basics of Java, including:

1. History and features of Java.

2. Differences between applications and applets.

3. Usage of variables, operators, and data types.

4. The concept of tokens, which are the building blocks of a Java program.

Let me know if you want further clarification or detailed explanations!

UNIT-II: Summary with Syntax Added

1. Creating a class & subclass


1.1 Declaring a Class:

Use the class keyword followed by the class name.

public class MyClass {


// Class body
}

1.2 Naming a Class:

Start with a letter or underscore.

Case-sensitive.

public class MyClass {}

1.3 Rules for Assigning Classes and Subclasses:

Use the extends keyword for inheritance.

Summary - Java 5
public class SubClass extends MyClass {
// Subclass body
}

1.4 Creating Objects:

Use the new keyword followed by the constructor.

MyClass myObject = new MyClass();

1.5 Finding the Class of an Object:

Use the getClass() method.

Class<?> objectClass = myObject.getClass();

2. Data Members
2.1 Declaring Data Members:

Variables that hold data associated with a class are declared within the class
but outside methods.

public int age;


private String name;

2.2 Naming Variables:

Use meaningful names, follow camelCase, and use uppercase for constants.

int studentAge;
final int MAX_LIMIT = 100;

2.3 Using Class Members:

Access data members and methods using the dot ( . ) operator.

myObject.age = 25;
System.out.println(myObject.age);

3. Methods
3.1 Using Data Members in Methods:

Access and modify class data members inside methods.

public void setName(String name) {


this.name = name;
}

Summary - Java 6
3.2 Invoking Methods:

Call methods using the object reference and the dot operator.

myObject.setName("John");

3.3 Passing Arguments to a Method:

Methods can accept parameters.

public void setAge(int age) {


this.age = age;
}

3.4 Calling a Method:

Use the object reference followed by the method name and arguments.

myObject.setAge(30);

4. Access Specifiers & Modifiers


4.1 Default (Package-Private):

class MyClass {
int data = 10; // Default access modifier
}

4.2 public:

public class MyClass {


public int data = 20;
}

4.3 private:

private int secretData = 100;

4.4 protected:

protected String name = "Protected Example";

4.5 static:

public static int count = 0;

4.6 final:

Summary - Java 7
final int MAX_VALUE = 1000;

5. Overloading
5.1 Method Overloading:

public void display(int num) {


System.out.println("Number: " + num);
}

public void display(String text) {


System.out.println("Text: " + text);
}

5.2 Constructor Overloading:

public MyClass() {
// Default constructor
}

public MyClass(int num) {


this.num = num;
}

6. Java Class Library


Regular Class Example:

public class RegularClass {


// Class body
}

Abstract Class Example:

abstract class AbstractClass {


abstract void display();
}

Interface Example:

public interface MyInterface {


void performAction();
}

Enum Example:

Summary - Java 8
enum Days {
MONDAY, TUESDAY, WEDNESDAY;
}

Inner Class Example:

class OuterClass {
class InnerClass {
// Inner class body
}
}

Static Nested Class Example:

class OuterClass {
static class NestedClass {
// Static nested class
}
}

7. Decision Making & Loops


7.1 If-Then-Else:

if (condition) {
// Code block
} else {
// Code block
}

7.2 Switch Statement:

switch (value) {
case 1:
// Code block
break;
default:
// Default block
break;
}

7.4 While Loop:

while (condition) {
// Code block
}

Summary - Java 9
7.5 Do-While Loop:

do {
// Code block
} while (condition);

7.6 For Loop:

for (int i = 0; i < 10; i++) {


// Code block
}

7.7 For-Each Loop:

for (int num : array) {


System.out.println(num);
}

8. Array
8.1 One-Dimensional Array:

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

8.2 Two-Dimensional Array:

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

8.3 Creating Arrays:

int[] arr = new int[5];

8.4 Initializing Arrays:

arr[0] = 10;

9. String
9.2 Common String Methods:

String str = "Hello";


str.length();
str.charAt(0);
str.substring(1, 4);

Summary - Java 10
str.indexOf("e");
str.toUpperCase();
str.toLowerCase();
str.equals("text");
str.split(" ");

10. Inheritance
Single Inheritance Example:

class Parent {
void display() {
System.out.println("Parent");
}
}

class Child extends Parent {


void show() {
System.out.println("Child");
}
}

Multiple Inheritance (through interfaces):

interface A {
void methodA();
}

interface B {
void methodB();
}

class C implements A, B {
public void methodA() {}
public void methodB() {}
}

11. Interfaces
11.1 Defining an Interface:

public interface MyInterface {


void action();
}

11.2 Extending Interfaces:

Summary - Java 11
interface ParentInterface {
void parentMethod();
}

interface ChildInterface extends ParentInterface {


void childMethod();
}

11.3 Implementing Interfaces:

class MyClass implements MyInterface {


public void action() {
System.out.println("Performing action...");
}
}

UNIT-III Summary with Syntax

1. Packages
1.1 Grouping Related Classes and Interfaces
Packages group similar classes and interfaces for better modularity and code
organization.
1.2 Built-in Packages

Common packages include java.lang , java.util , java.io , etc.

1.3 Creating Custom Packages

package mypackage;

public class MyClass {


public void display() {
System.out.println("This is a custom package.");
}
}

1.4 Importing and Using Packages

import mypackage.MyClass;

public class Main {


public static void main(String[] args) {
MyClass obj = new MyClass();
obj.display();

Summary - Java 12
}
}

2. Applet
2.1 Small Java Programs That Can Run in Web Browsers
Applets are small programs embedded in HTML pages.
2.2 Applet Lifecycle Methods

import java.applet.Applet;
import java.awt.Graphics;

public class MyApplet extends Applet {


public void init() {
System.out.println("Applet initialized.");
}

public void start() {


System.out.println("Applet started.");
}

public void paint(Graphics g) {


g.drawString("Hello, Applet!", 20, 20);
}

public void stop() {


System.out.println("Applet stopped.");
}

public void destroy() {


System.out.println("Applet destroyed.");
}
}

2.3 Embedding Applets in HTML

<applet code="MyApplet.class" width="300" height="300"></appl


et>

2.4 Passing Parameters to Applets

public void paint(Graphics g) {


String param = getParameter("message");
g.drawString(param, 20, 20);
}

HTML Example:

Summary - Java 13
<applet code="MyApplet.class" width="300" height="300">
<param name="message" value="Hello, Parameters!">
</applet>

3. Thread
3.1 Concurrent Execution of Multiple Tasks
Threads allow simultaneous execution of tasks.
3.2 Creating Threads

By Extending Thread :

class MyThread extends Thread {


public void run() {
System.out.println("Thread is running...");
}
}

public class Main {


public static void main(String[] args) {
MyThread t = new MyThread();
t.start();
}
}

By Implementing Runnable :

class MyRunnable implements Runnable {


public void run() {
System.out.println("Runnable thread is running...");
}
}

public class Main {


public static void main(String[] args) {
Thread t = new Thread(new MyRunnable());
t.start();
}
}

3.3 Thread Lifecycle and States

new , runnable , running , blocked/waiting , terminated .

3.4 Thread Synchronization

synchronized void printNumbers() {


for (int i = 1; i <= 5; i++) {

Summary - Java 14
System.out.println(i);
}
}

3.5 Thread Priorities

thread.setPriority(Thread.MAX_PRIORITY);

4. Exceptions and Errors


4.1 Handling Runtime Anomalies
Exceptions handle abnormal program behavior.
4.2 Types of Exceptions

Checked ( IOException , SQLException )

Unchecked ( ArithmeticException , NullPointerException )

4.3 Try-Catch-Finally Blocks

try {
int result = 10 / 0;
} catch (ArithmeticException e) {
System.out.println("Error: " + e.getMessage());
} finally {
System.out.println("This block is always executed.");
}

4.4 Throwing and Propagating Exceptions

void method() throws Exception {


throw new Exception("Error occurred");
}

4.5 Creating Custom Exceptions

class MyException extends Exception {


public MyException(String message) {
super(message);
}
}

5. AWT (Abstract Window Toolkit)


5.1 Creating Graphical User Interfaces

Use AWT components like Button , TextField , Label , etc.

5.2 AWT Components

Summary - Java 15
Button button = new Button("Click Me");
TextField textField = new TextField(20);
Label label = new Label("Enter Text:");

5.3 Layouts for Organizing Components

setLayout(new FlowLayout());

5.4 Event Handling in AWT

button.addActionListener(e -> System.out.println("Button clic


ked!"));

5.5 Creating Windows, Dialogs, and Frames

Frame frame = new Frame("AWT Frame Example");


frame.setSize(300, 300);
frame.setVisible(true);

6. Graphics
6.1 Drawing Shapes, Lines, and Text

public void paint(Graphics g) {


g.drawLine(10, 10, 100, 100);
g.drawRect(50, 50, 100, 50);
g.drawString("Hello Graphics!", 20, 20);
}

6.2 Using the Graphics Class for 2D Drawing

drawLine() , drawRect() , fillRect() , drawOval() , fillOval() .

6.3 Working with Colors and Fonts

g.setColor(Color.RED);
g.setFont(new Font("Arial", Font.BOLD, 20));

6.4 Custom Painting in AWT Components

Override the paint() method in components like Canvas or Frame .

Conclusion:
This unit focuses on key concepts like:

1. Modular programming with packages.

2. Web-based Java applications using applets.

3. Efficient multitasking with threads.

Summary - Java 16
4. Robust error handling using exceptions.

5. Building GUIs using AWT.

6. Creating graphical content using the Graphics class.

UNIT-IV Summary with Syntax

1. AWT (Components & Control)


1.1 Overview of Abstract Window Toolkit

AWT is a toolkit for creating GUI components and handling user interactions in
Java.

1.2 AWT Components

Button button = new Button("Click Me");


Label label = new Label("Enter Name:");
TextField textField = new TextField(20);
TextArea textArea = new TextArea(5, 20);
Checkbox checkbox = new Checkbox("Accept Terms");

1.3 AWT Containers

Frame frame = new Frame("AWT Frame Example");


Panel panel = new Panel();
Dialog dialog = new Dialog(frame, "Dialog Example");

1.4 Layout Managers

FlowLayout :

frame.setLayout(new FlowLayout());

BorderLayout :

frame.setLayout(new BorderLayout());

GridLayout :

frame.setLayout(new GridLayout(2, 2));

2. Event Handling in AWT


2.1 Event Delegation Model

Events are delegated to listener interfaces for handling.

2.2 Event Classes and Listener Interfaces

ActionEvent with ActionListener :

Summary - Java 17
button.addActionListener(e -> System.out.println("Button clic
ked!"));

MouseEvent with MouseListener :

addMouseListener(new MouseAdapter() {
public void mouseClicked(MouseEvent e) {
System.out.println("Mouse clicked at: " + e.getPoint
());
}
});

KeyEvent with KeyListener :

addKeyListener(new KeyAdapter() {
public void keyPressed(KeyEvent e) {
System.out.println("Key pressed: " + e.getKeyChar());
}
});

2.3 Implementing Event Handlers

button.addActionListener(new ActionListener() {
public void actionPerformed(ActionEvent e) {
System.out.println("Button clicked!");
}
});

3. Graphics Class
3.1 Drawing Shapes and Lines

public void paint(Graphics g) {


g.drawLine(10, 10, 100, 100);
g.drawRect(50, 50, 100, 50);
g.drawOval(200, 200, 50, 50);
}

3.2 Setting Colors and Fonts

g.setColor(Color.RED);
g.setFont(new Font("Arial", Font.BOLD, 20));
g.drawString("Hello Graphics!", 50, 50);

3.3 Working with Images

Summary - Java 18
Image img = Toolkit.getDefaultToolkit().getImage("example.jp
g");
g.drawImage(img, 50, 50, this);

3.4 Double Buffering for Smooth Animations

Double buffering reduces flickering during animations:

Image offscreen = createImage(width, height);


Graphics buffer = offscreen.getGraphics();
// Draw to buffer instead of directly to the screen

4. Menus
4.1 Creating Menu Bars, Menus, and Menu Items

MenuBar menuBar = new MenuBar();


Menu fileMenu = new Menu("File");
MenuItem newItem = new MenuItem("New");
fileMenu.add(newItem);
menuBar.add(fileMenu);
frame.setMenuBar(menuBar);

4.2 Adding Mnemonics and Accelerators

newItem.setShortcut(new MenuShortcut(KeyEvent.VK_N)); // Ctrl


+N

4.3 Implementing Menu Event Handling

newItem.addActionListener(e -> System.out.println("New menu i


tem clicked!"));

4.4 Creating Popup Menus

PopupMenu popup = new PopupMenu();


MenuItem cut = new MenuItem("Cut");
popup.add(cut);
add(popup);
addMouseListener(new MouseAdapter() {
public void mouseReleased(MouseEvent e) {
if (e.isPopupTrigger()) {
popup.show(e.getComponent(), e.getX(), e.getY());
}
}
});

Summary - Java 19
5. Image
5.1 Loading and Displaying Images

Image img = Toolkit.getDefaultToolkit().getImage("image.jp


g");
g.drawImage(img, 100, 100, this);

5.2 Image Observers

Use ImageObserver to monitor image loading:

g.drawImage(img, 0, 0, this);

5.3 Creating and Manipulating Image Data

Create an off-screen image for custom manipulations:

BufferedImage bufferedImage = new BufferedImage(width, heigh


t, BufferedImage.TYPE_INT_RGB);
Graphics2D g2d = bufferedImage.createGraphics();

5.4 Working with Different Image Formats

Use ImageIO for reading and writing images:

BufferedImage image = ImageIO.read(new File("input.jpg"));


ImageIO.write(image, "png", new File("output.png"));

6. Java Stream Class


6.1 Introduction to Java I/O

Java Streams facilitate input and output operations, such as reading/writing files.
6.2 Byte Streams and Character Streams

Byte Streams ( FileInputStream , FileOutputStream ):

FileInputStream in = new FileInputStream("input.txt");


FileOutputStream out = new FileOutputStream("output.txt");
int data;
while ((data = in.read()) != -1) {
out.write(data);
}
in.close();
out.close();

Character Streams ( FileReader , FileWriter ):

Summary - Java 20
FileReader reader = new FileReader("input.txt");
FileWriter writer = new FileWriter("output.txt");
int data;
while ((data = reader.read()) != -1) {
writer.write(data);
}
reader.close();
writer.close();

6.3 File Input and Output Operations

File file = new File("example.txt");


if (file.exists()) {
System.out.println("File exists.");
}

6.4 Buffered Streams for Improved Performance

BufferedReader br = new BufferedReader(new FileReader("input.


txt"));
BufferedWriter bw = new BufferedWriter(new FileWriter("outpu
t.txt"));
String line;
while ((line = br.readLine()) != null) {
bw.write(line);
bw.newLine();
}
br.close();
bw.close();

Conclusion:
This unit emphasizes advanced GUI programming in Java with AWT, covering:

1. AWT components and layout managers for GUI creation.

2. Event handling for interactive applications.

3. Graphics operations for custom drawings and animations.

4. Menus for navigation and interactivity.

5. Image handling for creating and manipulating visual content.

6. Java I/O for efficient file operations.

Summary - Java 21

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