Book Image

Learn Java 12 Programming

By : Nick Samoylov
Book Image

Learn Java 12 Programming

By: Nick Samoylov

Overview of this book

Java is one of the preferred languages among developers, used in everything right from smartphones, and game consoles to even supercomputers, and its new features simply add to the richness of the language. This book on Java programming begins by helping you learn how to install the Java Development Kit. You will then focus on understanding object-oriented programming (OOP), with exclusive insights into concepts like abstraction, encapsulation, inheritance, and polymorphism, which will help you when programming for real-world apps. Next, you’ll cover fundamental programming structures of Java such as data structures and algorithms that will serve as the building blocks for your apps. You will also delve into core programming topics that will assist you with error handling, debugging, and testing your apps. As you progress, you’ll move on to advanced topics such as Java libraries, database management, and network programming, which will hone your skills in building professional-grade apps. Further on, you’ll understand how to create a graphic user interface using JavaFX and learn to build scalable apps by taking advantage of reactive and functional programming. By the end of this book, you’ll not only be well versed with Java 10, 11, and 12, but also gain a perspective into the future of this language and software development in general.
Table of Contents (25 chapters)
Free Chapter
Section 1: Overview of Java Programming
Section 2: Building Blocks of Java
Section 3: Advanced Java

UDP-based communication

The UDP protocol was designed by David P. Reed in 1980. It allows applications to send messages called datagrams using a simple connectionless communication model with a minimal protocol mechanism, such as a checksum, for data integrity. It has no handshaking dialogs and, thus, does not guarantee message delivery or preserving the order of messages. It is suitable for those cases when dropping messages or mixing up orders are preferred to waiting for retransmission.

A datagram is represented by the class. An object of this class can be created using one of six constructors; the following two constructors are the most commonly used:

  • DatagramPacket(byte[] buffer, int length): This constructor creates a datagram packet and is used to receive the packets; buffer holds the incoming datagram, while length is the number of bytes to be...