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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