Chapter 1 Getting Started Chapter 1 Getting Started

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Chapter 1: Getting Started Chapter 1 Getting Started Java Programming FROM THE BEGINNING 1

Chapter 1: Getting Started Chapter 1 Getting Started Java Programming FROM THE BEGINNING 1 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started 1. 1 What Do Computers Do? • A computer system

Chapter 1: Getting Started 1. 1 What Do Computers Do? • A computer system is an integrated collection of hardware and software components. • Hardware refers to the electronics inside a computer. • Software consists of programs that tell the hardware what to do. Java Programming FROM THE BEGINNING 2 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Types of Computer Systems • Some computer systems are embedded

Chapter 1: Getting Started Types of Computer Systems • Some computer systems are embedded within other objects. These are called embedded systems. • Other computer systems are intended for direct use by humans (users). • Some systems support multiple simultaneous users, while others are limited to one user at a time. • Systems in the latter category are usually called personal computers, although high-end singleuser systems are often called workstations. Java Programming FROM THE BEGINNING 3 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Hardware • Processors – Central processing unit, or CPU –

Chapter 1: Getting Started Hardware • Processors – Central processing unit, or CPU – Specialized processors, such as a graphics processor • Memory – Main memory, or RAM (random-access memory) – ROM (read-only memory) – Hard disks, floppy disks, and other storage media • Peripheral devices – Provide an interface to the world outside the system – Include keyboards, mice, monitors, printers, and modems Java Programming FROM THE BEGINNING 4 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Software • Software consists of programs that instruct the hardware

Chapter 1: Getting Started Software • Software consists of programs that instruct the hardware how to perform operations. • A program is a step-by-step set of instructions. • Categories of software: – Operating systems. A collection of programs that interact directly with the computer’s hardware. – Applications. Programs designed to perform useful tasks for humans. • An operating system serves as a bridge between hardware and applications. Java Programming FROM THE BEGINNING 5 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Java Programming FROM THE BEGINNING 6 Copyright © 2000 W.

Chapter 1: Getting Started Java Programming FROM THE BEGINNING 6 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Platforms • The combination of an operating system and a

Chapter 1: Getting Started Platforms • The combination of an operating system and a particular type of CPU is often called a platform. • Software usually works only on a single platform. • Java programs, however, will run on multiple platforms without change. • Most of the time, a computer system has only one operating system but many applications. • Applications are usually designed for one particular version of an operating system. Java Programming FROM THE BEGINNING 7 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started 1. 2 Ways of Interacting with Computers • Most applications

Chapter 1: Getting Started 1. 2 Ways of Interacting with Computers • Most applications need to communicate, or “interface, ” with the user by displaying information for the user to see and accepting commands from the user. • Primary types of user interfaces: – Graphical user interfaces – Text-based interfaces Java Programming FROM THE BEGINNING 8 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Graphical User Interfaces • Most applications now rely on a

Chapter 1: Getting Started Graphical User Interfaces • Most applications now rely on a graphical user interface, or GUI (pronounced “gooey”) built out of visual components. • When a GUI program is run, it displays a window on the screen. • The window is composed of thousands of tiny pixels (picture elements), each with its own color. Java Programming FROM THE BEGINNING 9 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Visual Components • Within a GUI window are visual components

Chapter 1: Getting Started Visual Components • Within a GUI window are visual components that display information to the user and allow the user to perform actions. • Common types of components: – – Buttons Menus Popup menus Text areas Java Programming FROM THE BEGINNING 10 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started A Microsoft Word Window Java Programming FROM THE BEGINNING 11

Chapter 1: Getting Started A Microsoft Word Window Java Programming FROM THE BEGINNING 11 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Dialog Boxes • Performing certain actions will cause other windows

Chapter 1: Getting Started Dialog Boxes • Performing certain actions will cause other windows to appear. • These dialog boxes or dialogs are used to display information to the user and/or accept input from the user. • One type of dialog box is called a file dialog box or a file dialog. • A file dialog allows the user to choose a file. Java Programming FROM THE BEGINNING 12 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started A File Dialog Box Java Programming FROM THE BEGINNING 13

Chapter 1: Getting Started A File Dialog Box Java Programming FROM THE BEGINNING 13 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Window Operations • Basic window operations: – – Minimizing Maximizing

Chapter 1: Getting Started Window Operations • Basic window operations: – – Minimizing Maximizing Restoring Closing Java Programming FROM THE BEGINNING 14 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started A Restored Window Java Programming FROM THE BEGINNING 15 Copyright

Chapter 1: Getting Started A Restored Window Java Programming FROM THE BEGINNING 15 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Origin of the Graphical User Interface • Graphical user interfaces

Chapter 1: Getting Started Origin of the Graphical User Interface • Graphical user interfaces were developed during the 1970 s at Xerox Corporation’s Palo Alto Research Center. • Apple Computer incorporated the GUI approach into a computer called the Lisa, which flopped. • Apple tried again and made a success of the Macintosh, the first widely used computer to support a graphical user interface. • Microsoft Corporation later developed Windows for the IBM Personal Computer and its clones. Java Programming FROM THE BEGINNING 16 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Text-Based Interfaces • Before the advent of graphical user interfaces,

Chapter 1: Getting Started Text-Based Interfaces • Before the advent of graphical user interfaces, programs used a text-based interface, in which all input and output consisted of characters. • In a text-based interface, no graphics are displayed, and user commands are entered from the keyboard. • Text-based programs are normally run from a command line. Java Programming FROM THE BEGINNING 17 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Command-Line Prompts • Typical Unix command-line prompt: % • Typical

Chapter 1: Getting Started Command-Line Prompts • Typical Unix command-line prompt: % • Typical DOS command-line prompt: C: > • The DOS prompt is often configured to display the “current directory”: C: WINDOWS> Java Programming FROM THE BEGINNING 18 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started DOS Windows • Operating systems that provide a graphical user

Chapter 1: Getting Started DOS Windows • Operating systems that provide a graphical user interface may still allow the user to run text-based programs from a command line. • In Windows, the user can open a “DOS window, ” which allows programs to be run from a DOS-like command line. • A DOS window is normally capable of displaying up to 25 lines, with each line limited to 80 characters. • Several DOS windows can be open at a time. Java Programming FROM THE BEGINNING 19 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started A DOS Window Java Programming FROM THE BEGINNING 20 Copyright

Chapter 1: Getting Started A DOS Window Java Programming FROM THE BEGINNING 20 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Running Programs in a DOS Window • A text-based program

Chapter 1: Getting Started Running Programs in a DOS Window • A text-based program can be run within a DOS window by simply typing the name of the program. • For example, DOS provides a program named edit that can edit files. • To run the program, type edit and press the Enter key. Java Programming FROM THE BEGINNING 21 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Running EDIT in a DOS Window Java Programming FROM THE

Chapter 1: Getting Started Running EDIT in a DOS Window Java Programming FROM THE BEGINNING 22 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started 1. 3 What Is Programming? • Programming means writing down

Chapter 1: Getting Started 1. 3 What Is Programming? • Programming means writing down a series of instructions that tell a computer what to do. • Properties of these instructions: – Computation proceeds in discrete steps. – Each step is precisely defined. – The order in which steps are performed may be important. Java Programming FROM THE BEGINNING 23 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Algorithms • A set of instructions with these properties is

Chapter 1: Getting Started Algorithms • A set of instructions with these properties is said to be an algorithm. • The steps in an algorithm are not always short and simple. – Some steps may involve a series of smaller steps. – Some steps may involve making decisions. – Some steps may repeat. • Algorithms are common in the real world. Java Programming FROM THE BEGINNING 24 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started A Real-World Algorithm Melt slowly and keep warm: 1/2 cup

Chapter 1: Getting Started A Real-World Algorithm Melt slowly and keep warm: 1/2 cup butter Barely heat: 1 1/2 tablespoons lemon juice, dry sherry, or tarragon vinegar Have ready a small saucepan of boiling water and a tablespoon with which to measure it when ready. Place in the top of a double boiler over—not in—hot water: 3 egg yolks Beat the yolks with a wire whisk until they begin to thicken. Add: 1 tablespoon boiling water Beat again until the eggs begin to thicken. Repeat this process until you have added: 3 more tablespoons water Then beat in the warm lemon juice. Remove double boiler from heat. Beat the sauce well with a wire whisk. Continue to beat while slowly adding the melted butter and: 1/4 teaspoon salt A few grains cayenne Beat until the sauce is thick. Serve at once. Java Programming FROM THE BEGINNING 25 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started The Recipe (Reformatted) 1. Melt slowly and keep warm: 1/2

Chapter 1: Getting Started The Recipe (Reformatted) 1. Melt slowly and keep warm: 1/2 cup butter. 2. Barely heat: 1 1/2 tablespoons lemon juice, dry sherry, or tarragon vinegar. 3. Have ready a small saucepan of boiling water and a tablespoon with which to measure it when ready. 4. Place in the top of a double boiler over—not in—hot water: 3 egg yolks. 5. Beat the yolks with a wire whisk until they begin to thicken. Add: 1 tablespoon boiling water. 6. Beat again until the eggs begin to thicken. Repeat this process until you have added: 3 more tablespoons water. 7. Then beat in the warm lemon juice. 8. Remove double boiler from heat. 9. Beat the sauce well with a wire whisk. Continue to beat while slowly adding the melted butter and: 1/4 teaspoon salt; a few grains cayenne. 10. Beat until the sauce is thick. 11. Serve at once. Java Programming FROM THE BEGINNING 26 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started The Recipe as an Algorithm • This recipe satisfies most

Chapter 1: Getting Started The Recipe as an Algorithm • This recipe satisfies most of the requirements for an algorithm: – It involves discrete steps. – Each step is more or less precisely defined. – The order of the steps matters, at least to some extent. • Some steps require making decisions and repeating actions. • This recipe is detailed enough for an experienced cook, but it might pose problems for a novice. • Computer algorithms need to be much more precise. Java Programming FROM THE BEGINNING 27 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Computer Algorithms • Computer algorithms often involve obtaining input, performing

Chapter 1: Getting Started Computer Algorithms • Computer algorithms often involve obtaining input, performing a calculation, and producing output. • An algorithm for converting from Fahrenheit to Celsius: 1. Display a message asking the user to enter a Fahrenheit temperature. 2. Obtain the input entered by the user. 3. Convert the user’s input into numerical form. 4. Calculate the equivalent Celsius temperature, using the formula C = (F – 32) (5 / 9) 5. Convert the Celsius temperature into character form and display the result. Java Programming FROM THE BEGINNING 28 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Analysis of the Temperature Conversion Algorithm • It’s not clear

Chapter 1: Getting Started Analysis of the Temperature Conversion Algorithm • It’s not clear how to display information to the user and obtain the user’s input. That will depend on whether the program is GUI or text-based. • Step 3 (converting the user’s input to numerical form) is a bit fuzzy: What action should be taken if the input is not in the form of a number? Java Programming FROM THE BEGINNING 29 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Ways to Express Algorithms • Natural languages. Allows anyone who

Chapter 1: Getting Started Ways to Express Algorithms • Natural languages. Allows anyone who understands that language to read the algorithm, but lacks precision. • Programming languages. Precise, yet simple enough for computers to understand. • Pseudocode. A mixture of natural language and a programming language. More precise than natural language but less precise than a programming language. Often easier to read (and to write) than a programming language. Java Programming FROM THE BEGINNING 30 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started 1. 4 Storing Data • Computer algorithms manipulate data. •

Chapter 1: Getting Started 1. 4 Storing Data • Computer algorithms manipulate data. • The term data refers to information, particularly information that’s stored in a uniform and systematic fashion. • The Fahrenheit-to-Celsius algorithm deals with several items of data, including two numbers (a Fahrenheit temperature and its Celsius equivalent). Java Programming FROM THE BEGINNING 31 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Numeric Data • Humans usually write numbers in decimal (base

Chapter 1: Getting Started Numeric Data • Humans usually write numbers in decimal (base 10), using the digits 0 through 9. • Computers store numbers in binary (base 2). • In binary, numbers consist of bits (binary digits), each of which is either 0 or 1. • Inside a computer, each number is represented by a fixed number of 0 s and 1 s. • Typical representations of – 97 and 31. 125: – 97 31. 125 11111111111110011110 010000011111100100000000 Java Programming FROM THE BEGINNING 32 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Numeric Data • The encoding scheme for integers is different

Chapter 1: Getting Started Numeric Data • The encoding scheme for integers is different from the one for nonintegers. • Numbers that contain a decimal point are often called floating-point numbers, because they’re stored in a form of scientific notation that allows the decimal point to “float. ” Java Programming FROM THE BEGINNING 33 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Character Data • Characters are stored as numeric codes. •

Chapter 1: Getting Started Character Data • Characters are stored as numeric codes. • There are several codes in common use; the one that Java uses is named Unicode. • In Unicode, each character has a 16 -bit code. Java Programming FROM THE BEGINNING 34 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Character Data • How “Susan Cole” would be stored in

Chapter 1: Getting Started Character Data • How “Susan Cole” would be stored in Unicode: S u s a n space C o l e 000001010011 000001110101 000001110011 000001100001 000001101110 000001000001000011 0000000001101100 000001100101 Java Programming FROM THE BEGINNING 35 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Bytes • Most computers group bits into larger units called

Chapter 1: Getting Started Bytes • Most computers group bits into larger units called bytes, which usually contain eight bits. • A number typically occupies four bytes (32 bits). • A Unicode character occupies two bytes (16 bits). Java Programming FROM THE BEGINNING 36 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Variables • Locations that are used to store data within

Chapter 1: Getting Started Variables • Locations that are used to store data within a program are known as variables. • Variables are given names by the programmer. • It’s best to choose a name that suggests what data the variable stores. Good names: fahrenheit. Temperature fahrenheit. Temp fahrenheit Poor names: fahr f a x temp Java Programming FROM THE BEGINNING 37 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Types • Each variable stores a particular type of data.

Chapter 1: Getting Started Types • Each variable stores a particular type of data. • In the Fahrenheit-to-Celsius algorithm, the user’s input will be a sequence of characters. • The Fahrenheit and Celsius temperatures will be numbers, possibly with digits after the decimal point. Java Programming FROM THE BEGINNING 38 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Temperature Conversion Algorithm with Variable Names Added 1. Display a

Chapter 1: Getting Started Temperature Conversion Algorithm with Variable Names Added 1. Display a message asking the user to enter a Fahrenheit temperature. 2. Obtain the input entered by the user and store it into user. Input. 3. Convert user. Input into numerical form and store the result into fahrenheit. 4. Calculate the equivalent Celsius temperature using the formula celsius = (fahrenheit – 32) (5 / 9) 5. Convert the value of celsius to character form and display the result. Java Programming FROM THE BEGINNING 39 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started 1. 5 Programming Languages • Creating programs requires that algorithms

Chapter 1: Getting Started 1. 5 Programming Languages • Creating programs requires that algorithms be expressed in a highly precise language that’s specifically designed for computers. • Every computer comes with such a language, known as machine language. • Each CPU has its own machine language. • Machine language is extremely primitive, making it difficult to write even simple programs. Java Programming FROM THE BEGINNING 40 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started High-Level Languages • Most programmers use high-level languages that aren’t

Chapter 1: Getting Started High-Level Languages • Most programmers use high-level languages that aren’t tied to a particular computer. • Common high-level languages: – Ada (named for Ada Lovelace) – BASIC (Beginner’s All-purpose Symbolic Instruction Code) – C++ – COBOL (COmmon Business-Oriented Language) – FORTRAN (FORmula TRANslation) – Pascal (named after Blaise Pascal) Java Programming FROM THE BEGINNING 41 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started History of Java • Java’s predecessor was Oak, a language

Chapter 1: Getting Started History of Java • Java’s predecessor was Oak, a language designed by James Gosling at Sun Microsystems. • Oak was given the more-marketable name “Java” in January 1995. • Java was officially announced in May 1995. • The first official release of Java occurred in February 1996, when Sun made available version 1. 0 of the Java Development Kit. Java Programming FROM THE BEGINNING 42 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Writing and Executing a Program • Writing a program in

Chapter 1: Getting Started Writing and Executing a Program • Writing a program in a high-level language requires creating a file containing source code. • Source code is not executable—there is no direct way for a computer to follow the commands that it contains. • Executing (or running) the program requires special software. • Approaches to executing a program: – Compilation – Interpretation Java Programming FROM THE BEGINNING 43 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Compilation • The program’s source code is given to a

Chapter 1: Getting Started Compilation • The program’s source code is given to a program called a compiler. • The compiler checks that the source code is valid (obeys the rules of the language) and translates it to machine instructions for a particular CPU. • The compiled program is stored in a file, and it can be run as many times as desired. Java Programming FROM THE BEGINNING 44 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Interpretation • The program’s source code is given to a

Chapter 1: Getting Started Interpretation • The program’s source code is given to a program known as an interpreter. • The interpreter executes the program without first translating it to machine instructions. • The interpreter itself is normally a compiled program, so it can execute machine instructions corresponding to the source code. Java Programming FROM THE BEGINNING 45 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Java’s Approach • Java employs a combination of compilation and

Chapter 1: Getting Started Java’s Approach • Java employs a combination of compilation and interpretation. • The Java compiler translates the original program into bytecode instructions for a computer called the Java Virtual Machine. • The resulting bytecode program is then executed by an interpreter. • One advantage of Java’s approach is that programs don’t need a particular CPU or operating system. Java Programming FROM THE BEGINNING 46 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started 1. 6 Why Java? • • Simple Object-oriented Distributed Robust

Chapter 1: Getting Started 1. 6 Why Java? • • Simple Object-oriented Distributed Robust Architecture-neutral Portable Interpreted Multithreaded Java Programming FROM THE BEGINNING 47 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started 1. 7 The Programming Process 1. Write a specification for

Chapter 1: Getting Started 1. 7 The Programming Process 1. Write a specification for the program. 2. Design the program. 3. Choose algorithms and decide how data will be stored. 4. Write the program. 5. Compile the program. 6. Execute the program. 7. Debug the program. Java Programming FROM THE BEGINNING 48 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Program Maintenance • Most of the time, there’s an additional

Chapter 1: Getting Started Program Maintenance • Most of the time, there’s an additional step in the programming process: maintenance. • Reasons for maintenance: – Fix bugs – Add enhancements – Adapt to changes in the program’s specification • Maintenance is often the costliest step in the programming process. Java Programming FROM THE BEGINNING 49 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started The Y 2 K Problem • The Year 2000 problem

Chapter 1: Getting Started The Y 2 K Problem • The Year 2000 problem (or Y 2 K problem) is the biggest maintenance problem in the history of computers. • In programs that work with dates, years are often stored as a series of characters. • Prior to the 1990 s, it was common for programs to use two characters for each year. • Programs that compare dates would be in danger of confusing 2000 with 1900. Java Programming FROM THE BEGINNING 50 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started 1. 8 What You Need to Know • A file

Chapter 1: Getting Started 1. 8 What You Need to Know • A file is a collection of related data. • In many operating systems, a file name includes an extension that indicates the type of data stored in the file. • Common Windows file extensions: . exe (executable program). doc (document). gif, . jpg (image) Java Programming FROM THE BEGINNING 51 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started File Operations • Basic file operations: – – – Create

Chapter 1: Getting Started File Operations • Basic file operations: – – – Create Edit Copy Rename Delete • A file can be created or edited by using an editor or word processor. • An editor is a program that can create or modify a file containing text (ordinary characters). • A word processor has the added ability to format text. Java Programming FROM THE BEGINNING 52 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Directories • A directory is a place where files can

Chapter 1: Getting Started Directories • A directory is a place where files can be kept. • Directories are also known as folders. • Directories are normally organized in a tree-like fashion, with a “root” directory that contains other directories as well as files. • Basic directory operations: – Create a directory – Move from one directory to another – List the files in a directory Java Programming FROM THE BEGINNING 53 Copyright © 2000 W. W. Norton & Company. All rights reserved.

Chapter 1: Getting Started Executing Programs • In a GUI environment, a program is

Chapter 1: Getting Started Executing Programs • In a GUI environment, a program is executed (or launched) by clicking on an icon or by choosing the program from a menu. • In a text-based environment, a program is executed by typing its name. • A program that isn’t in the current directory can still be executed as long as the operating system knows where to look for the program. Java Programming FROM THE BEGINNING 54 Copyright © 2000 W. W. Norton & Company. All rights reserved.