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Object Oriented Programming Language

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Page 1: Object Oriented Programming Language - …cse.gecgudlavalleru.ac.in/pdf/manuals/oops.pdf · Object Oriented Programming Language P a g e | 2 Department of Computer Science & Engineering

Object Oriented Programming Language

Page 2: Object Oriented Programming Language - …cse.gecgudlavalleru.ac.in/pdf/manuals/oops.pdf · Object Oriented Programming Language P a g e | 2 Department of Computer Science & Engineering

II B.Tech Object Oriented Programming Language

P a g e | 2 Department of Computer Science & Engineering GEC

List of Experiments

ADD ON PROGRAMS

S.NO TITLE PAGE.NO

1 a)Add On Programs b)Open Programs c)Designing Programs

4

2 System Requirement

5

3 Lab Objectives 6

4 To Write a java program for generating printing Fibonacci sequence

7

5 To Write a java program to demonstrate wrapper class 8

6 To Write a java program for multiplication of three numbers using single inheritance

9

7 To Write a java program implementation of even number 10

8 To Write a java program to sorting the given list using bubble sort

11

9 To Write a java program for addition of two matrices 12

10 To Write a java program for perform all arithmetic operation using run time polymorphism

13

11 To Write a java program to calculate the square and cube of a given number using packages

14

12 To Write a java program to list out the no.of tokens and display all the tokens using string tokenizer

15

13 To Write a java program to display the list of files in a directory 16

14 To Write a java program using different file methods 17-18

15 To Write an applet to display a simple message 19

16 To Write a java program to key events 20

17 To Write a java program to creating a thread 21-23

18 To Write a java program that allows using graphics class

24-25

19 To Write a java program that for addition and subtraction of two numbers using interface

26-27

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II B.Tech Object Oriented Programming Language

P a g e | 3 Department of Computer Science & Engineering GEC

OPEN PROGRAMS

DESIGN PROGRAMS

System Requirement

S.NO TITLE PAGE.NO 1 To Write a java program for display multiplication table

using do….while loop

28

2 To Write a java program to import a package for adding two number

29-30

S.NO TITLE PAGE.NO 1 Write a java program for string handling function to

length,uppercase,lowercase and concat 31

2 Write a program for string conversions 32

S.NO

TITLE

PAGE.NO

1 Implement write an java program by using different applets methods (draw Line, draw Arc, fill Arc, draw Oval , fill Oval)

33

2 To write a java program to draw rectangles by using Mouse Events

34,35

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II B.Tech Object Oriented Programming Language

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1.Inter based desktop PC with minimum of 166 MHZ or with atleast 64 MB RAM and

100MB free disk space

2.JDK Kit. Recommended

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II B.Tech Object Oriented Programming Language

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Lab Objective

1.To make the student learn a object oriented way of solving problems 2.To teach the student to write programs in java to solve the problems

EXPT NO.1

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II B.Tech Object Oriented Programming Language

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Fibonacci series

Procedure:The Fibonacci numbers are the integer sequence 0, 1, 1, 2, 3, 5, 8, 13, 21, ..., in which each item

is formed by adding the previous two. The sequence can be defined recursively by

Fibonacci number programs that implement this definition directly are often used as introductory

examples of

recursion. However, many other algorithms for calculating (or making use of) Fibonacci numbers also

exist.

Algorithm Step1:Start

Step2:creating a class Fibonocci

Step3:define main method

Step4:declare variables t1,t2,t3,n,i.

Initialize t1 with 0 and t2 with 1

Step5:read variable n

Step6:print t1 and t2 values

Step7: t3=t1+t2

t1=t2

t2=t3

Step8: print t3

Step9:start at i=2 repeat step 5,6,7 and 8 till I is less than n value

Step10: stop

Output:

enter value for Fibonacci

8

Series is

0

1

1

2

3

5

8

13

EXPT NO.2

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II B.Tech Object Oriented Programming Language

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wrapper class

Procedure: Wrapper classes are used to represent primitive values when an Object is required. The

wrapper classes are used extensively with Collection classes in the java.util package and with the

classes in the java.lang.reflect reflection package.

The primitive wrapper classes and their corresponding primitive types are:

Primitive type Wrapper class Constructor Arguments

byte Byte byte or String

short Short short or String

int Integer int or String

long Long long or String

float Float float, double or String

double Double double or String

char Character Char

boolean Boolean boolean or String

The Byte, Short, Integer, Long, Float, and Double wrapper classes are all subclasses of the Number class.

Algorithm

Step1: start

Step2:creating a class Wrapper

Step3:define main method

step4: take integer reference variable i

and integer variable j

Step5: define I as Integer class object with 100

Step6: define j with integer value of object i

Step7:print value of j

Step8:stop

Output:

100 100

EXPT NO.3

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II B.Tech Object Oriented Programming Language

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multiplication of three numbers using single inheritance

Procedure: One way of resolving these problems has been to enforce single inheritance where a class can

only derive from one base class. Typically these languages allow classes to implement multiple protocols,

called interfaces in Java. These protocols define methods but do not provide concrete implementations. This

strategy has been used by ActionScript, C#, D, Java, Nemerle, Object Pascal (Delphi), Objective-C, Ruby

and Smalltalk. All but Smalltalk allow classes to implement multiple protocols

Algorithm

Step1: start

Step2: define a class Mul

Step3: declare integer variable a, b and d

Step4: define method get which takes 2 integers as arguments

For defining variables a and b

Step5: define another class b and extend mul class

Step6: declare a variable c

Step7: define method get1 which takes 3 arguments to initialize variables a,b,c

Step8: define method display to calculate multiplication of variables a,b,c which is stored in d

Step9:printing d value

Step10:define a class Data

Step11:define main method

Define object for class b and call method get1 with 3 parameters

Step12: now call method display to print multiplied value

Step13:stop

Output:

D=48

EXPT:4

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II B.Tech Object Oriented Programming Language

P a g e | 9 Department of Computer Science & Engineering GEC

Even numbers

Procedure: Here you will learn to write a program for listing out all the even numbers between two

numbers. For this first create a class named AllEvenNum under the java.io package. Now use the try/catch

exception to avoid any kind of input error. After this create a buffer class in which all the input data are

stored and modified. Then give message as to "Enter number" in the System method

Algorithm

Step1: start

Step2: define class Even

Step3:define main method

Step4: declare and read value of n

Step5:start i=2 until i<n and check if(n%2==0)

Step6: Then print as even

Step7: print I value

Step8:repeat step 4,5 and 6 till I is less than n value

Step9: stop

Output:

Enter n value 10

Even numbers are

2 4 6 8

EXPT:5

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II B.Tech Object Oriented Programming Language

P a g e | 10 Department of Computer Science & Engineering GEC

Sorting numbers using bubble sort Procedure:Bubble sort, sometimes incorrectly referred to as sinking sort, is a simple sorting algorithm that

works by repeatedly stepping through the list to be sorted, comparing each pair of adjacent items and

swapping them if they are in the wrong order

Algorithm

Step1: start

Step2:define main method

Step3: read an array of n integers and n,i,j,temp

Step4: start i at 0 and j at j+1 repeat steps 4,5 and 6 till a[i] greater than a[j]

Step5: temp=a[i]

a[i]=a[j]

a[j]=temp

Step6: print sorted array elements a[i]

Step7:stop

Output: Enter array size

8

Enter values for sorting

0 7 5 1 4 9 2 8

Sorting order is

0 1 2 4 5 7 8 9

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II B.Tech Object Oriented Programming Language

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EXPT:6

Matrix addition using arrays

Procedure:The sum of two matrix. To make this program, we need to declare two dimensional array of type

integer. Firstly it calculates the length of the both the arrays. Now we need to make a matrix out of it. To

make the matrix we will use the for loop. By making use of the for loop the rows and column will get divide.

This process will be performed again for creating the second matrix.

After getting both the matrix with us, we need to sum both the matrix. The both matrix will be added by

using the for loop with array[i][j]+array1[i][j]. The output will be displayed by using the println() method

Algorithm

Step 1:start

Step2:define class Add

Step 3: define main method

Step4: declare variables i and j

Step5: define 3 arrays of 3*3 size a[][][],b[][][],c[][][]

Step6: read arrays values of two arrays

Step7: start I at 0 and j at 0 repeat steps 7 till I and j less than 3

Step8: c[i][j]=a[i][j]+b[i][j]

Step9: print array c[][][]

Step10: stop

Output:

Enter values for matrix a

2 6 7

5 8 7

0 2 1

Enter values for matrix b

4 5 8

0 0 3

3 2 1

Addition is:

6 11 15

5 8 12

3 4 2

EXPT:7

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II B.Tech Object Oriented Programming Language

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Perform arithmetic operations using run time polymorphism

Procedure:polymorphism means ability to more tan form

Algorithm

Step1: start

Step2: define class Arop

Step3: define method display with 2 integer arguments to calculate addition of given 2

integers and printing the result

Step4:define class Sub which extends Arop class

Step5: define method display with 2 integer arguments to perform subtraction of given 2 parameters and

printing the result

Step6: define class Mul which extends Arop class

Step7: define method display with 2 integer arguments to perform multiplication of given 2 parameters and

printing the result

Step8: define class Div which extends Arop class

Step9: define method display with 2 integer arguments to perform division of given 2 parameters and

printing the result

Step10: define class P1

Step11:define main method

Step12: create 4 object references of Arop class

Step13: call display method of each class using object references

Step14:stop

Output: Add=7

Sub=2

Mul=18

Div=0

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II B.Tech Object Oriented Programming Language

P a g e | 13 Department of Computer Science & Engineering GEC

EXPT:8

Square and cube of a given number using packages

Procedure:A package is a collection of classes and interfaces which provides a high level of

access protection and names space management.

Defining & creating package: Step1: Simply include a package command has the first

statement in java source file. Any class you declare within that file will belong to the

specified package.

Algorithm

Step1:start

Step2: define a package ram

Step2: define a class Sai

Step3: define a method square with one integer argument

To print square of a number

Step4: define a method cube with one integer argument

To print cube of a number

Step5: import package ram.sai and create a class Abc

Step6:define main method

Step7: create an object(n) reference of class Sai

Step8: call methods square and cube with object(n)

Step9: stop

Output: Square is 9

Cube is 125

EXPT:9

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II B.Tech Object Oriented Programming Language

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To list out the tokens using String tokenizer class

Procedure:The processing of text often consists of parsing a formatted input string. Parsing is the division

of text into a set of discrete parts, or tokens, which in a certain sequence can convey a semantic meaning.

The StringTokenizer class provides the first step in this parsing process, often called the lexer (lexical

analyzer) or scanner. StringTokenizer implements the Enumeration interface. Therefore, given an input

string, you can enumerate the individual tokens contained in it using StringTokenizer

Algorithm

Step1:Start

Step2: define a class String4

Step3:define main method

Step4: define an object reference t for a String Tokenizer class with a string as aguement

Step5: print number of tokens using CountTokens() method

Step6: print each token using hasMoreTokens() and nextToken() methods

Step7: stop

Output: Tokens=2

Hai

Naren

EXPT:10

Display the list of files in a directory

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II B.Tech Object Oriented Programming Language

P a g e | 15 Department of Computer Science & Engineering GEC

Procedure:In this section, you will study how to retrieve all the files and folders from the specified

directory. In the given example, we are providing the directory 'C:\\" to the constructor of class File.

file.listFiles()- This method returns an array of files and folders present in the specified directory with

their pathname.

file.length()- This method returns the length of the provided directory.

files[fileInList]. toString- This will display all the files of directory on the

Algorithm

Step1: start

Step2:import io package

Java.io.*;

Step3: define class Page

Step4:define main method

Step5: create object reference of class File having path of file

Step6: declare a string variable initialized with null

Step7: using methods is Directory() and list methods

Step8:using for loop list out the files in each directory

Step9: print each file name s[i]

Step10: stop

Output: Addmat.java

Alltags.html

Attr.html

Bl.html

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II B.Tech Object Oriented Programming Language

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EXPT:11

File handling methods Procedure:using file handling we can perform operations on files

File handling methods are:

f.canRead()

f.canWrite()

f.exists()

f.getName()

f.getParent()

f.getPath()

f.isdirectory()

f.isFile()

f.length()

f.lastModified()

f.isHidden()

f.AbsolutePath()

Algorithm

Step1: Start

Step2:import the io package

java.io.*;

Step3:Create a class pg2

Step4:define main method

Step5:Create an object(f) for class file having path file

Step6:Print the file handling methods and call with an object(f)

f.canRead()

f.canWrite()

f.exists()

f.getName()

f.getParent()

f.getPath()

f.isdirectory()

f.isFile()

f.length()

f.lastModified()

f.isHidden()

f.AbsolutePath()

Step6: Stop.

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II B.Tech Object Oriented Programming Language

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Output:

true

True

True

Chandu

D:/

True

False

0

1328840560015

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II B.Tech Object Oriented Programming Language

P a g e | 18 Department of Computer Science & Engineering GEC

EXPT:12

Display a simple message using applet

Procedure: What is Applet

This section introduces you with the applet and describes the advantages and disadvantages of applet.

Applet versus Application

This section defines the various differences between the Applets and the Applications.

Understanding Applet Life Cycle In this section you will learn about the lifecycle of an applet. You will learn about the different methods of

an applet

Algorithm

Step1: Start

Step2:import the packages

Java.applet.*;

Java.awt.*;

Step3: Create a class App and extends with an applet class

Step4:Read a string as null string

Step5:Define init() method.

In this method add an string “Naren” with a null string and stored in msg

Step6:Define start method in this method add an string “reddy” with msg

Step7:Define paint method and create an object(g) for class Graphics

Step8:defining the method in the paint and call with an object

g.setColor(Color.green);

g.draw string(msg,5,10);

Step9:stop

Output:

Applet

narenreddy

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EXPT:13

Key Events

Procedure:This is the method of the KeyEvent class which determines the character that has been entered

by you. This method returns the character associated the KeyEvent

Algorithm

Step1:start

Step2:import the packages

Java.awt.*;

Java.awt.event;

Step3:m class (k)extends with applet and implement with key listeren interface

Step4:Declare astring msg with null start

Step5:Declare x=10,y=10

Step6:define init method,in that we can add key listener inter face public void int()

Step7:define a method key pres send key pres send ( key pres even r )

In that we define a method show start(“welcome”);

Step8:define a method key released key released (key Even r)

In that we define a method show tat (“key even”)

Step9:difine a method keytyped (key even r)

In that define a method showstart(“hai”)and define

Step10:define paint method and ccrete an object(g) for class Graphics in that define a method with

parameter and call with an object

g.draw string(msg x,y)

output:

EXPT:14

Applet

Abcde Welcome Hi Applet started

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A).Extending a thread

Procedure:In Java, an object of the Thread class can represent a thread. Thread can be implemented through

any one of two ways:

Extending the java.lang.Thread Class

Implementing the java.lang.Runnable Interface

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Algorithm Step1:start

Step2:create a class A and extends with thread class

Step3:definininy run method

Step4:read i=1 and contine till i<5

Step5:print(i)

Step6:create a.class b and entends&with thread class

Step7:defining run method

Step8:read j=l and continue till j<5

Step9:print(j)

Step10:crete a class T

Step11:define main method

Step12:crete an object(a)for class A

Step13:creat an object(b) for class B

Step14:call start method with an object(a)and object(b)

Step15:stop.

Output:

Thread A:i1

Thread A:i2

Thread A:i3

Thread A:i4

Thread B:j1

Thread B:j2

Thread B:j3

Thread B:j4

EXPT:14

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B).Implementing a thread

Algorithm Step1:start

Step2:import the languge packge

java.lang.*;

Step3:create as class b1 and implement with runnable interface

Step4:creat a run method

Step5:Read i=0 and contine till i<5

Step6:print(i)

Step7:create a class runnabletest

Step8:define main method

Step9:create an object(ob) for class b1

Step10:create an object(t) for class thread

Step11:call the start method with an object(e)

Step12:stop

Output:

Thread A:i1

Thread A:i2

Thread A:i3

Thread A:i4

Thread A:i5

EXPT:15

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Drawing a human face by using different Applet methods Procedure: drawLine():used to draw the line

g.drawLine(start x,start y,end x,end y)

drawOval():used to draw the Oval

g.drawOval(start x,start y,end x,end y)

fillOvalOval():used to fill the Oval by using some colour

g.fillOval(start x,start y,end x,end y)

drawArc():used to draw the Arc

g.drawArc (start x,start y,end x,end y)

drawRect():used to draw the rectangle

g.drawRect(int top,int bottom,int right,int left)

fillRect():used to fill the rectangle by using some colour

g.fillRect(int top,int bottom,int right,int left)

RoundRect():used to draw the Rounded rectangle

g.RoundRect(int top,int bottom,int right,int left)

Algorithm Step1:start

Step2:import the packages

Java.awt.*;

Java.applet.*;

Step3:create a class human and extende with an applet

Step4L:define paint method and create an object(g)for class graphics

Step5:call the methods with an object(g)

g.drawOval(40,40,120,150)

g.filloval(25,92,15,30)

g.drawArc(60,125,80,40,180,180)

g.fillArc(60,125,80,40,180,180)

g.drawline(25,92,15,30)

g.drawRect(30,30,30,30)

g.fillRect(30,30,30,30)

g.drawRoundRect(80,80,40,40,50,50)

g.fillRoundRect(80,80,40,40,50,50)

output:

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Apple view:……

Applet

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EXPT:16

Addition and subtraction of two numbers using interface Procedure:An interface in the Java programming language is an abstract type that is used to

specify an interface (in the generic sense of the term) that classes must implement. Interfaces

are declared using the interface keyword, and may only contain method signature and

constant declarations (variable declarations that are declared to be both static and final).

An interface may never contain method definitions

Syntax:access specifier interface interfacename

{

Type1 variable name=”value”

.

. Typen variable name=”value”

Retyrn _type method name1(parameter list)

.

.

Retyrn _type method namen(parameter list)

Algorithm

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Step1:start

Step2:create an interface using interface keyword

Step3:Read a=11 and b=10

Step4:define two methods add and sub with two parameters x and y

Step5:define add method with two parameters k and l

Step6:print (k+l)

Step7: define sub method with two parameters k and l

Step8:print (k-l)

Step9:define main method

Step10:create an object(b) for class It2

Step11:call the add method with an object(b)

Step12:print (b.a+b.b)

Step13:call the sub method with an object(b)

Step14:print (b.a-b.b)

Step15:stop

Output: Addition of k,l=30 Addition of a,b=21 Subtraction of k,l=10 Subtraction of a,b=1

DESIGN PROGRAM

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EXPT:1

Applets methods

Procedure:When an applet begins, the following methods are called:

init()

start()

paint()

When an applet is terminated, the following sequence of method calls take place:

stop()

destroy()

1) init( ): The init( ) method is the first method to be called. This is where you should initialize

variables...

2) start( ): The start( ) method is called after init( ). It is also called to restart an applet after it has

been stopped. Whereas init( ) is called once—the first time an applet is loaded—start( ) is called

each time an applet„s HTML document is displayed onscreen..

3) paint( ): The paint( ) method is called each time your applet„s output must be redrawn.. The paint( )

method has one parameter of type Graphics..

4) stop( ): The stop( ) method is called when a web browser leaves the HTML document containing the

applet.

5) destroy( ): The destroy( ) method is called when the environment determines that your applet needs

to be removed completely from memory. At this point, you should free up any resources the applet

may be using. The stop( ) method is always called before destroy( ).

OUTPUT

Applet viewer…

Applet

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EXPT:2

The Mouse Listener Interface

Procedure:This interface defines five methods. If the mouse is pressed and released at the same point, mouseClicked( ) is invoked. When the mouse enters a component, the method is called. mouseEntered( ).When it leaves, mouseExited( ) is called the mousePressed( ) mouseReleased( ) methods are invoked when the mouse is pressed and released, respectively. The general forms of these methods are shown here: void mouseClicked(MouseEvent me) void mouseEntered(MouseEvent me) void mouseExited(MouseEvent me) void mousePressed(MouseEvent me) void mouseReleased(MouseEvent me)

The MouseMotionListener Interface

This interface defines two methods. The mouseDragged( ) method is called multipletimes as the mouse is dragged. The mouseMoved( ) method is called multiple times as the mouse

is moved. Their general forms are shown here: void mouseDragged(MouseEvent me) void mouseMoved(MouseEvent me)

The MouseWheelListener Interface

This interface defines the mouseWheelMoved( ) method that is invoked when the mouse wheel is moved. Its general form is shown here: void mouseWheelMoved(MouseWheelEvent mwe)

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Output:

EXPT:1

ADD ON PROGRAM

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Multiplication Table Procedure:In mathematics, matrix multiplication is a binary operation that takes a pair of matrices, and produces

another matrix. This term may refer to a number of different ways to multiply matrices, but most commonly refers to

the matrix product.[1][2]

This article will use the following notational conventions. Matrices are represented by capital letters in bold, vectors in

lowercase bold, and entries of vectors and matrices are italic (since they arescalars).

The scalar multiplication of a matrix A and a scalar λ gives another matrix λ A of the same size as A. The entries

of λ A are given by

Do while loop

- If the conditional expression controlling a while loop is initially false,then the body of the loop will

not be executed at all.

- However, sometimes it is desirableto execute the body of a loop at least once, even if the conditional

expression is false to begin with. In other words, there are times when you would like to test the

termination expression at the end of the loop rather than at the beginning.

- Fortunately, Java supplies a loop that does just that: the do-while.

- The do-while loop always executes its body at least once, because its conditional expression is at the

bottom of the loop.

Its general form is

do {

// body of loop

} while (condition);

Output: 5*1=5

5*2=10

5*3=15 5*4=20

5*5=25

5*6=30 5*7=35

5*8=40

5*9=45 5*10=50

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EXPT:2

Package:

Procedure:A package is a collection of classes and interfaces which provides a high level of

access protection and names space management.

1) Defining & creating package:

Step1: Simply include a package command has the first statement in java

source file. Any class you declare within that file will belong to the

specified package.

Syntax: package packagename; E.g.: package mypack;

Step 2: Next define the class that is to be put in the package and declare it as

public.

Step 3: Now store the classname.java file in the directory having name same

as package name.

Step 4: File is to be compiled, which creates .class file in the directory. Java

also supports the package hierarchy, which allows grouping related

classes into a package and then grouping related packages into a larger

package.

Accessing package:

A java system package can be accessed either using a fully qualified class name

or using import statement.

We generally use import statement.

Syntax: import pack1 [.pack2] [.pack3].classname; Or import pack1. [.pack2][.pack3].*;

Output: sum = 6

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EXPT:1

OPEN PROGRAM Procedure:

String conversions:

- When Java converts data into its string representation during concatenation, it does so by calling one of the overloaded versions of the string conversion method valueOf( ) defined by String.

- valueOf( ) is overloaded for all the simple types and for type Object. For the simple types, valueOf( ) returns a string that contains the human-readable equivalent.

- For objects,valueOf( ) calls the toString( ) method on the object. - Here, let's examine the toString( ) method, because it is the means by which you can

determine the string representation for objects of classes that you create. Every class implements toString( ) because it is defined by Object.

- However, the default implementation of toString( ) is seldom sufficient. For most important classes that you create, you will want to override toString( ) and provide your own string representations. Fortunately, this is easy to do. The toString( ) method has this general form:

String toString( )

To implement toString( ), simply return a String object that contains the human-readable string that appropriately describes an object of your class.

- By overriding toString( ) for classes that you create, you allow the resulting strings to

be fully integrated into Java's programming environment

Output: 1111110 176 7e

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EXPT:2

String Handling:

Procedure:A string in C is a sequence of zero or more characters followed by a NULL ( )character:

- It is important to preserve the NULL terminating character as it is how C defines and manages

variable length strings.

- All the C standard library functions require this for successful operation.

- In general, apart from some length-restricted functions ( strncat(), strncmp,() and

strncpy()), unless you create strings by hand you should not encounter any such problems, .

Basic String Handling Functions

All the string handling functions are prototyped in:

#include <string.h>

The common functions are described below:

- char *stpcpy -- Copy one string into another.

- int strcmp - Compare string1 and string2 to determine alphabetic order.

- char *strcpy -- Copy string2 to stringl.

- char *strerror(int errnum) -- Get error message corresponding to specified error

number.

- int strlen -- Determine the length of a string.

- char *strncat -- Append n characters from string2 to stringl.

- int strncmp -- Compare first n characters of two strings.

- char *strncpy -- Copy first n characters of string2 to stringl .

- int strcasecmp-- case insensitive version of strcmp().

- int strncasecmp—compare the upper and lower cases

The strcmp() function lexically compares the two input strings and returns:

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Less than zero -- if string1 is lexically less than string2

Zero -- if string1 and string2 are lexically equal

Greater than zero -- if string1 is lexically greater than string2

The strncat(), strncmp,() and strncpy() copy functions are string restricted version of

their more general counterparts. They perform a similar task but only up to the first n characters.

char *str1 = "HELLO";

char *str2;

int length = 2;

(void) strcpy(str2,str1, length); /* str2 = "HE" */

str2 is NOT NULL TERMINATED!! -- BEWARE

Output:

the length of string 5

The upper case of string SCET

The lower case of string scet

The concat of string SCETscet