Book Image

Java Fundamentals

By : Gazihan Alankus, Rogério Theodoro de Brito, Basheer Ahamed Fazal, Vinicius Isola, Miles Obare
Book Image

Java Fundamentals

By: Gazihan Alankus, Rogério Theodoro de Brito, Basheer Ahamed Fazal, Vinicius Isola, Miles Obare

Overview of this book

Since its inception, Java has stormed the programming world. Its features and functionalities provide developers with the tools needed to write robust cross-platform applications. Java Fundamentals introduces you to these tools and functionalities that will enable you to create Java programs. The book begins with an introduction to the language, its philosophy, and evolution over time, until the latest release. You'll learn how the javac/java tools work and what Java packages are - the way a Java program is usually organized. Once you are comfortable with this, you'll be introduced to advanced concepts of the language, such as control flow keywords. You'll explore object-oriented programming and the part it plays in making Java what it is. In the concluding chapters, you'll get to grips with classes, typecasting, and interfaces, and understand the use of data structures, arrays, strings, handling exceptions, and creating generics. By the end of this book, you will have learned to write programs, automate tasks, and follow advanced courses on algorithms and data structures or explore more advanced Java courses.
Table of Contents (12 chapters)
Java Fundamentals
Preface

Classes and Objects


A paradigm in programming is a style of writing programs. Different languages support different paradigms. A language can support more than one paradigm.

Object-Oriented Programming

Object-oriented programming, often referred to as OOP, is a style of programming in which we deal with objects. Objects are entities that have properties to hold their data and methods to manipulate the data.

Let's break this down into simpler terms.

In OOP, we primarily deal with objects and classes. An object is a representation of a real-world item. An example of an object is your car or yourself. An object has properties associated with it and actions it can perform. For example, your car has wheels, doors, an engine, and gears, which are all properties, and it can perform actions such as speeding, braking, and stopping, which are all called methods. The following diagram is an illustration of the properties and methods you have, as a person. Properties can sometimes be referred to as fields...