Lab 2 Name __________________ Introduction The purpose of this lab is to introduce you to the fundamental concepts of computer programming using a graphical approach. Java applets were introduced in Chapter 1. It was the java applet that made Java famous in the early 1990s. The applet opened a new programming paradigm, one that could be launched using the Internet. Compiling and Executing a Java Applet Using a text editor, open the file "HelloApplet.java". The java source code is shown below in figure 1. import javax.swing.*; import java.awt.*; public class HelloApplet extends JApplet { public void paint(Graphics canvas) { canvas.drawString("Welcome to Java Programming!", 25,25); } } Figure 1 To invoke the Java compiler and Applet Viewer using TextPad, 1. Select Compile Java from the Tools menu or press Ctrl-1 to invoke the Java compiler. If there were no errors, a class file is produced. 2. Select Run Java Applet from the Tools menu or press Ctrl-3 to invoke the applet viewer. The running applet is displayed in Figure 2 below. Modifying an Existing Java Program 1. Add source code to HelloApplet.java to display your name under the text "Welcome to Java Programming!". 2. Compile and run your modified program using the steps outlined above in the section entitled "Compiling and Executing a Program." 3. Show your lab instructor or assistant your working program. Resolving Syntax Errors 1. Using a text editor, open the Java source code file named ErrorApplet.java. The source code is shown in Figure 2 below. The working applet is shown in Figure 3 below. 2. This program contains several syntax errors as well as one logic error. Compile the program and observe the error messages. 3. Resolve the errors in the program. The compiler will produce the file ErrorApplet.class that contains the executable byte code when all the errors are resolved. 4. Show your lab instructor or assistant your working program. import java.awt.*; public class ErrorApplet extends JApplet { public void paint(Graphics canvas) { canvas.drawLine(25, 25, 125,25) canvas.drawString(A Graphical Applet!, 25, 50); canvas.drawLine(25, 25, 125, 75); } } Figure 2. Figure 3. Lab 3 Name __________________ Introduction The purpose of this lab is to introduce you to variables and expressions to store and compute values, keyboard input, problem solving using algorithms, and comments to document source code. Variables and Expressions Using a text editor, open the file "Average3.java." The Java source code is shown below in Figure 1. public class Average3 { public static void main(String[] args) { int num1 = 75; int num2 = 137; double average = (num1 + num2)/2; System.out.print("The average of " + num1); System.out.println(" and " + num2 + " is " + average); } } Figure 1. Compile and run "Average3.java." and observe the output. The program declares three variables; two variables hold integer numbers that have been provided within the program. and one variable of type double is declared to store the result of the calculation. The program then displays the average of the two numbers. Modify the program as follows: 1. Create an integer variable named num3. 2. Assign the value of 265 to num3. 3. Modify the average calculation to include num3. 4. Modify the output statements as appropriate. 5. Compile and run the program. If you encounter any errors (syntax or logic) that you cannot resolve, ask the lab instructor or assistant for help. 6. When your program works correctly, show the running program to the lab instructor or lab assistant. Algorithms and Pseudocode-Problem Solving Tools An algorithm is a step-by-step method of solution. Algorithms are used in programming to break a complex problem down into simpler steps that can be easily accomplished. Pseudocode is a tool that is used to define the logic of the algorithm. Pseudocode is simply English-like statements that describe the algorithm. A programmer uses pseudocode to create source code. Below is a problem statement. In the space provided, write pseudocode statements to solve the problem. Problem: A program to compute the square of an integer is needed. The program should allow the user to enter an integer, compute the square. and then display the result. Pseudocode: 1. Write the source code to implement your pseudocode. Test your working program with the following values: 2, 10, and -4. Record your results below. 2. When your program is working correctly, show it to the lab instructor or lab assistant. Java’s String Class Using a text editor, open the file "StringDemo.java." The Java source code is shown below in Figure 2. import java.util.*; public class StringDemo { public static void main(String[] args) { Scanner keyboard = new Scanner(System.in); String input; System.out.print("Enter a string: "); input = keyboard.next(); System.out.println("You entered: " + input); } } Figure 2. Modify the program as follows: 1. Insert a line of code that calculates the length of the string the user entered and displays it. Insert your line of code after: System.out.println("You entered: " + input); 2. Show your running program to the lab instructor or lab assistant. Comments Comments allow the programmer to document program logic within the source code. 1. Add comments to document the logic of the program you created in the section entitled "Algorithms and Pseudocode--Problem-Solving Tools." From this point on, each of your programs should contain basic comments. At the beginning of each program, include your name, your course and section number, the date, and a brief description of the program.