Chapter 1 Introduction to Computers, (Business web site) the Internet and
Chapter 1 Introduction to Computers, the Internet and the Web 39 beauty of studying these two classes is that they are related through inheritance, as is discussed in Chapter 9, so the java.utilpackage itself implements some classes in terms of others, thus avoiding reinventing the wheel and taking advantage of reuse. We also discuss classes Dictionary, Hashtable, Properties (for creating and manipulating persistent Hashtables), Random and BitSet. The discussion of BitSet includes live code for one of the classic applications of BitSets, namely the Sieve of Eratosthenes, used for determining prime numbers. The chapter discusses in detail Java s powerful bit- manipulation capabilities, which enable programmers to exercise lower level hardware capabilities. This helps programs process bit strings, set individual bits on or off and store information more compactly. Such capabilities inherited from C are characteristic of low-level assembly languages and are valued by programmers writing system software such as operating systems and networking software. Chapter 21 Collections discusses many of the Java 2 classes (of the java.util package) that provide predefined implementations of many of the data structures discussed in Chapter 19. This chapter, too, reinforces the notion of reuse. These classes are modeled after a similar class library in C++ the Standard Template Library. Collections provide Java programmers with a standard set of data structures for storing and retrieving data and a standard set of algorithms (i.e., procedures) that allow programmers to manipulate the data (such as searching for particular data items and sorting data into ascending or descending order). The chapter examples demonstrate collections, such as linked lists, trees, maps and sets, and algorithms for searching, sorting, finding the maximum value, finding the minimum value and so on. Each example clearly shows how powerful and easy to use collections are. The exercises suggest modifications to the chapter examples and ask the reader to reimplement data structures presented in Chapter 19 using collections. Chapter 22 Java Media Framework and Java Sound is the second of our two chapters dedicated to Java s tremendous multimedia capabilities. This chapter focusses on the Java Media Framework (JMF) and the Java Sound API. The Java Media Framework provides both audio and video capabilities. With the JMF, a Java program can play audio and video media and capture audio and video media from devices such as microphones and video cameras. Many of today s multimedia applications involve sending audio or video feeds across the Internet. For example, you can visit the cnn.com Web site to watch or listen to live news conferences, and many people listen to Internet-based radio stations through their Web browsers. The JMF enables Java developers to create so-called streaming media applications, in which a Java program sends live or recorded audio or video feeds across the Internet to other computers, then applications on those other computers play the media as it arrives over the network. The JavaSound APIs enable programs to manipulate Musical Instrument Digital Interface (MIDI) sounds and captured media (i.e., media from a device such as a microphone). This chapter concludes with a substantial MIDI-processing application that enables users to select MIDI files to play and record new MIDI files. Users can create their own MIDI music by interacting with the application s simulated synthesizer keyboard. In addition, the application can synchronize playing the notes in a MIDI file with pressing the keys on the simulated synthesizer keyboard similar to a player piano! As with Chapter 18, once you read this chapter, you will be eager to try all these techniques, so we have included 44 additional multimedia exercises to challenge and entertain you. Some of the interesting projects include the following: Copyright 1992 2002 by Deitel & Associates, Inc. All Rights Reserved. 7/8/01
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