Friday, April 19, 2013

Java: Java Classes


A class is nothing but a blueprint or a template for creating different objects which defines its properties and behaviors. Java class objects exhibit the properties and behaviors defined by its class. A class can contain fields and methods to describe the behavior of an object.

Methods are nothing but members of a class that provide a service for an object or perform some business logic. Java fields and member functions names are case sensitive. Current states of a class’s corresponding object are stored in the object’s instance variables. Methods define the operations that can be performed in java programming.

A class has the following general syntax:

<class modifiers>class<class name>
<extends clause> <implements clause>{

// Dealing with Classes (Class body)
<field declarations (Static and Non-Static)>
<method declarations (Static and Non-Static)>
<Inner class declarations>
<nested interface declarations>
<constructor declarations>
<Static initializer blocks>
}

Below is an example showing the Objects and Classes of the Cube class that defines 3 fields namely length, breadth and height. Also the class contains a member function getVolume().

public class Cube {

int length;
int breadth;
int height;
public int getVolume() {
return (length * breadth * height);
}
}
How do you reference a data member/function?

This is accomplished by stating the name of the object reference, followed by a period (dot), followed by the name of the member inside the object.
( objectReference.member ). You call a method for an object by naming the object followed by a period (dot), followed by the name of the method and its argument list, like this: objectName.methodName(arg1, arg2, arg3).

For example:

cubeObject.length = 4;
cubeObject.breadth = 4;
cubeObject.height = 4;
cubeObject.getvolume()

Class Variables – Static Fields

We use class variables also know as Static fields when we want to share characteristics across all objects within a class. When you declare a field to be static, only a single instance of the associated variable is created common to all the objects of that class. Hence when one object changes the value of a class variable, it affects all objects of the class. We can access a class variable by using the name of the class, and not necessarily using a reference to an individual object within the class. Static variables can be accessed even though no objects of that class exist. It is declared using static keyword.

Class Methods – Static Methods

Class methods, similar to Class variables can be invoked without having an instance of the class. Class methods are often used to provide global functions for Java programs. For example, methods in the java.lang.Math package are class methods. You cannot call non-static methods from inside a static method.

Instance Variables

Instance variables stores the state of the object. Each class would have its own copy of the variable. Every object has a state that is determined by the values stored in the object. An object is said to have changed its state when one or more data values stored in the object have been modified. When an object responds to a message, it will usually perform an action, change its state etc. An object that has the ability to store values is often said to have persistence.

Consider this simple Java program showing the use of static fields and static methods

class Cube {

int length = 10;
int breadth = 10;
int height = 10;
public static int numOfCubes = 0; // static variable
public static int getNoOfCubes() { //static method
return numOfCubes;
}
public Cube() {
numOfCubes++; //
}
}

public class CubeStaticTest {

public static void main(String args[]) {
System.out.println("Number of Cube objects = " + Cube.numOfCubes);
System.out.println("Number of Cube objects = "
+ Cube.getNoOfCubes());
}
}

Output:
Number of Cube objects = 0
Number of Cube objects = 0

Java: Java Access Specifiers


The access to classes, constructors, methods and fields are regulated using access modifiers i.e. a class can control what information or data can be accessible by other classes. To take advantage of encapsulation, you should minimize access whenever possible.

Java provides a number of access modifiers to help you set the level of access you want for classes as well as the fields, methods and constructors in your classes. A member has package or default accessibility when no accessibility modifier is specified.

Access Modifiers:
1. private
2. protected
3. default
4. public

public access modifier:
Fields, methods and constructors declared public (least restrictive) within a public class are visible to any class in the Java program, whether these classes are in the same package or in another package.

private access modifier:
The private (most restrictive) fields or methods cannot be used for classes and Interfaces. It also cannot be used for fields and methods within an interface. Fields, methods or constructors declared private are strictly controlled, which means they cannot be accesses by anywhere outside the enclosing class. A standard design strategy is to make all fields private and provide public getter methods for them.

protected access modifier:
The protected fields or methods cannot be used for classes and Interfaces. It also cannot be used for fields and methods within an interface. Fields, methods and constructors declared protected in a superclass can be accessed only by subclasses in other packages. Classes in the same package can also access protected fields, methods and constructors as well, even if they are not a subclass of the protected member’s class.

default access modifier:
Java provides a default specifier which is used when no access modifier is present. Any class, field, method or constructor that has no declared access modifier is accessible only by classes in the same package. The default modifier is not used for fields and methods within an interface.


Below is a program to demonstrate the use of public, private, protected and default access modifiers while accessing fields and methods. The output of each of these java files depict the Java access specifiers.

The first class is SubclassInSamePackage.java which is present in pckage1 package. This java file contains the Base class and a subclass within the enclosing class that belongs to the same class as shown below.

package pckage1;

class BaseClass {
public int x = 10;
private int y = 10;
protected int z = 10;
int a = 10; //Implicit Default Access Modifier
public int getX() {
return x;
}
public void setX(int x) {
this.x = x;
}
private int getY() {
return y;
}
private void setY(int y) {
this.y = y;
}
protected int getZ() {
return z;
}
protected void setZ(int z) {
this.z = z;
}
int getA() {
return a;
}
void setA(int a) {
this.a = a;
}
}

public class SubclassInSamePackage extends BaseClass {

public static void main(String args[]) {
BaseClass rr = new BaseClass();
rr.z = 0;
SubclassInSamePackage subClassObj = new SubclassInSamePackage();
//Access Modifiers - Public
System.out.println("Value of x is : " + subClassObj.x);
subClassObj.setX(20);
System.out.println("Value of x is : " + subClassObj.x);
//Access Modifiers - Public
//     If we remove the comments it would result in a compilaton
//     error as the fields and methods being accessed are private
/*     System.out.println("Value of y is : "+subClassObj.y);

subClassObj.setY(20);

System.out.println("Value of y is : "+subClassObj.y);*/
//Access Modifiers - Protected
System.out.println("Value of z is : " + subClassObj.z);
subClassObj.setZ(30);
System.out.println("Value of z is : " + subClassObj.z);
//Access Modifiers - Default
System.out.println("Value of x is : " + subClassObj.a);
subClassObj.setA(20);
System.out.println("Value of x is : " + subClassObj.a);
}
}

Output:
Value of x is : 10
Value of x is : 20
Value of z is : 10
Value of z is : 30
Value of x is : 10
Value of x is : 20


Tuesday, April 9, 2013

C#: Getting Started with C#


Getting Started with C#

There are basic elements that all C# executable programs have and that's what we'll concentrate on for this first lesson, starting off with a simple C# program. After reviewing the code in Listing 1-1, I'll explain the basic concepts that will follow for all C# programs we will write throughout this tutorial. Please see Listing 1-1 to view this first program.

Warning: C# is case-sensitive.

Listing 1-1. A Simple Welcome Program: Welcome.cs

// Namespace Declaration
using System;

// Program start class
class WelcomeCSS
{
    // Main begins program execution.
    static void Main()
    {
        // Write to console
        Console.WriteLine("Welcome to the C# Station Tutorial!"); 
    }
}
The program in Listing 1-1 has 4 primary elements, a namespace declaration, a class, a Main method, and a program statement. It can be compiled with the following command line:

 csc.exe Welcome.cs
This produces a file named Welcome.exe, which can then be executed. Other programs can be compiled similarly by substituting their file name instead of Welcome.cs. For more help about command line options, type "csc -help" on the command line. The file name and the class name can be totally different.

Note for VS.NET Users: The screen will run and close quickly when launching this program from Visual Studio .NET. To prevent this, add the following code as the last line in the Main method:

// keep screen from going away
// when run from VS.NET
Console.ReadLine();

Note: The command-line is a window that allows you to run commands and programs by typing the text in manually. It is often refered to as the DOS prompt, which was the operating system people used years ago, before Windows. The .NET Framework SDK, which is free, uses mostly command line tools. Therefore, I wrote this tutorial so that anyone would be able to use it. Do a search through Windows Explorer for "csc.exe", which is the C# compiler. When you know its location, add that location to your Windows path. Then open the command window by going to the Windows Start menu, selecting Run, and typing cmd.exe. This blog post might be helpful: How to set the path in Windows 7.

The first thing you should be aware of is that C# is case-sensitive. The word "Main" is not the same as its lower case spelling, "main". They are different identifiers. If you are coming from a language that is not case sensitive, this will trip you up several times until you become accustomed to it.

The namespace declaration, using System;, indicates that you are referencing the System namespace. Namespaces contain groups of code that can be called upon by C# programs. With the using System; declaration, you are telling your program that it can reference the code in the System namespace without pre-pending the word System to every reference. I'll discuss this in more detail in Lesson 06: Namespaces, which is dedicated specifically to namespaces.

The class declaration, class WelcomeCSS, contains the data and method definitions that your program uses to execute. A class is one of a few different types of elements your program can use to describe objects, such as structs, interfaces , delegates, and enums, which will be discussed in more detail in Lesson 12: Structs, Lesson 13: Interfaces, Lesson 14: Delegates, and Lesson 17: Enums, respectively. This particular class has no data, but it does have one method. This method defines the behavior of this class (or what it is capable of doing). I'll discuss classes more in Lesson 07: Introduction to Classes. We'll be covering a lot of information about classes throughout this tutorial.

The one method within the WelcomeCSS class tells what this class will do when executed. The method name, Main, is reserved for the starting point of a program. Main is often called the "entry point" and if you ever receive a compiler error message saying that it can't find the entry point, it means that you tried to compile an executable program without a Main method.

A static modifier precedes the word Main, meaning that this method works in this specific class only, rather than an instance of the class. This is necessary, because when a program begins, no object instances exist. I'll tell you more about classes, objects, and instances in Lesson 07: Introduction to Classes.

Every method must have a return type. In this case it is void, which means that Main does not return a value. Every method also has a parameter list following its name with zero or more parameters between parenthesis. For simplicity, we did not add parameters to Main. Later in this lesson you'll see what type of parameter the Main method can have. You'll learn more about methods in Lesson 05: Methods.

The Main method specifies its behavior with the Console.WriteLine(...) statement. Console is a class in the System namespace. WriteLine(...) is a method in the Console class. We use the ".", dot, operator to separate subordinate program elements. Note that we could also write this statement as System.Console.WriteLine(...). This follows the pattern "namespace.class.method" as a fully qualified statement. Had we left out the using System declaration at the top of the program, it would have been mandatory for us to use the fully qualified form System.Console.WriteLine(...). This statement is what causes the string, "Welcome to the C# Station Tutorial!" to print on the console screen.

Observe that comments are marked with "//". These are single line comments, meaning that they are valid until the end-of-line. If you wish to span multiple lines with a comment, begin with "/*" and end with "*/". Everything in between is part of the comment. Comments are ignored when your program compiles. They are there to document what your program does in plain English (or the native language you speak with every day).

All statements end with a ";", semi-colon. Classes and methods begin with "{", left curly brace, and end with a "}", right curly brace. Any statements within and including "{" and "}" define a block. Blocks define scope (or lifetime and visibility) of program elements.

Accepting Command-Line Input

In the previous example, you simply ran the program and it produced output. However, many programs are written to accept command-line input. This makes it easier to write automated scripts that can invoke your program and pass information to it. If you look at many of the programs, including Windows OS utilities, that you use everyday; most of them have some type of command-line interface. For example, if you type Notepad.exe MyFile.txt (assuming the file exists), then the Notepad program will open your MyFile.txt file so you can begin editing it. You can make your programs accept command-line input also, as shown in Listing 1-2, which shows a program that accepts a name from the command line and writes it to the console.

Danger! Regardless of the fact that I documented the proper use of command-line arguments before and after Listing 1-2, some people still send me email to complain that they get an error or tell me there's a bug in my program. In fact, I get more email on this one subject than any other in the whole tutorial. Please read the instructions to include the command-line argument. <Smile />

Note: When running the NamedWelcome.exe application in Listing 1-2, you must supply a command-line argument. For example, type the name of the program, followed by your name: NamedWelcome YourName. This is the purpose of Listing 1-2 - to show you how to handle command-line input. Therefore, you must provide an argument on the command-line for the program to work. If you are running Visual Studio, right-click on the project in Solution Explorer, select Properties, click the Debug tab, locate Start Options, and type YourName into Command line arguments. If you forget to to enter YourName on the command-line or enter it into the project properties, as I just explained, you will receive an exception that says "Index was outside the bounds of the array." To keep the program simple and concentrate only on the subject of handling command-line input, I didn't add exception handling. Besides, I haven't taught you how to add exception handling to your program yet - but I will. In Lesson 15: Introduction to Exception Handling, you'll learn more about exceptions and how to handle them properly.

Listing 1-2. Getting Command-Line Input: NamedWelcome.cs

// Namespace Declaration
using System;

// Program start class
class NamedWelcome
{
    // Main begins program execution.
    static void Main(string[] args)
    {
        // Write to console
        Console.WriteLine("Hello, {0}!", args[0]);
        Console.WriteLine("Welcome to the C# Station Tutorial!"); 
    }
}

Tip: Remember to add your name to the command-line, i.e. "NamedWelcome Joe". If you don't, your program will crash. I'll show you in Lesson 15: Introduction to Exception Handling how to detect and avoid such error conditions.

If you are using an IDE, like Visual Studio, see your IDE's help documentation on how to set the command-line option via project properties. i.e. in Visual Studio 2010, double-click the Properties folder in your solution project, click the Debug tab, and add your name to Command Line Arguments. The actual step can/will differ between IDE's and versions, so please consult your IDE documentation for more information.

In Listing 1-2, you'll notice an entry in the Main method's parameter list. The parameter name is args, which you'll use to refer to the parameter later in your program. The string[] expression defines the type of parameter that args is. The string type holds characters. These characters could form a single word, or multiple words. The "[]", square brackets denote an Array, which is like a list. Therefore, the type of the args parameter, is a list of words from the command-line. Anytime you add string[] args to the parameter list of the Main method, the C# compiler emits code that parses command-line arguments and loads the command-line arguments into args. By reading args, you have access to all arguments, minus the application name, that were typed on the command-line.

You'll also notice an additional Console.WriteLine(...) statement within the Main method. The argument list within this statement is different than before. It has a formatted string with a "{0}" parameter embedded in it. The first parameter in a formatted string begins at number 0, the second is 1, and so on. The "{0}" parameter means that the next argument following the end quote will determine what goes in that position. Hold that thought, and now we'll look at the next argument following the end quote.

The args[0] argument refers to the first string in the args array. The first element of an Array is number 0, the second is number 1, and so on. For example, if I typed NamedWelcome Joe on the command-line, the value of args[0] would be "Joe". This is a little tricky because you know that you typed NamedWelcome.exe on the command-line, but C# doesn't include the executable application name in the args list - only the first parameter after the executable application.

Returning to the embedded "{0}" parameter in the formatted string: Since args[0] is the first argument, after the formatted string, of the Console.WriteLine() statement, its value will be placed into the first embedded parameter of the formatted string. When this command is executed, the value of args[0], which is "Joe" will replace "{0}" in the formatted string. Upon execution of the command-line with "NamedWelcome Joe", the output will be as follows:

Hello, Joe!
Welcome to the C# Station Tutorial!
Interacting via the Command-Line

Besides command-line input, another way to provide input to a program is via the Console. Typically, it works like this: You prompt the user for some input, they type something in and press the Enter key, and you read their input and take some action. Listing 1-3 shows how to obtain interactive input from the user.

Listing 1-3. Getting Interactive Input: InteractiveWelcome.cs

// Namespace Declaration
using System;

// Program start class
class InteractiveWelcome
{
    // Main begins program execution.
    public static void Main()
    {
        // Write to console/get input
        Console.Write("What is your name?: ");
        Console.Write("Hello, {0}! ", Console.ReadLine());
        Console.WriteLine("Welcome to the C# Station Tutorial!"); 
    }
}
In Listing 1-3, the Main method doesn't have any parameters -- mostly because it isn't necessary this time. Notice also that I prefixed the Main method declaration with the public keyword. The public keyword means that any class outside of this one can access that class member. For Main, it doesn't matter because your code would never call Main, but as you go through this tutorial, you'll see how you can create classes with members that must be public so they can be used. The default access is private, which means that only members inside of the same class can access it. Keywords such as public and private are referred to as access modifiers. Lesson 19: Encapsulation discusses access modifiers in more depth.

There are three statements inside of Main and the first two are different from the third. They are Console.Write(...) instead of Console.WriteLine(...). The difference is that the Console.Write(...) statement writes to the console and stops on the same line, but the Console.WriteLine(...) goes to the next line after writing to the console.

The first statement simply writes "What is your name?: " to the console.

The second statement doesn't write anything until its arguments are properly evaluated. The first argument after the formatted string is Console.ReadLine(). This causes the program to wait for user input at the console. After the user types input, their name in this case, they must press the Enter key. The return value from this method replaces the "{0}" parameter of the formatted string and is written to the console. This line could have also been written like this:

string name = Console.ReadLine(); 
Console.Write("Hello, {0}! ", name);

The last statement writes to the console as described earlier. Upon execution of the command-line with "InteractiveWelcome", the output will be as follows:

>What is your Name?  <type your name here> [Enter Key]
>Hello, <your name here>!  Welcome to the C# Tutorial!

C#: Delegates


A delegate is a type that defines a method signature. When you instantiate a delegate, you can associate its instance with any method with a compatible signature. You can invoke (or call) the method through the delegate instance.
Delegates are used to pass methods as arguments to other methods. Event handlers are nothing more than methods that are invoked through delegates. You create a custom method, and a class such as a windows control can call your method when a certain event occurs. The following example shows a delegate declaration:
public delegate int PerformCalculation(int x, int y);
Any method from any accessible class or struct that matches the delegate's signature, which consists of the return type and parameters, can be assigned to the delegate. The method can be either static or an instance method. This makes it possible to programmatically change method calls, and also plug new code into existing classes. As long as you know the signature of the delegate, you can assign your own method.
This ability to refer to a method as a parameter makes delegates ideal for defining callback methods. For example, a reference to a method that compares two objects could be passed as an argument to a sort algorithm. Because the comparison code is in a separate procedure, the sort algorithm can be written in a more general way.


Tuesday, April 2, 2013

Pascal: Structure of branch condition IF .. THEN .. ELSE


/ / Calculate the square root of two of several
PROGRAM IF_ELSE_DEMO;
VAR
            a: Real;
BEGIN
            Write ('Enter the number of a =');
            Readln (a);
            IF a <0 THEN Write ('a: 10: 2, negative numbers should not take the!!!')
            ELSE
                  Writeln ('The number of level 2, a: 2: 2, la, SQRT (a): 10: 3');
            Readln; {Pause screen to view the results}
END.