Java Reference
In-Depth Information
CHAPTER
3
M anipulating D ata
U sing M ethods
Objectives
You will have
mastered the material in
this chapter when you can:
• Identify, declare, and use primitive
data types
• Use the System class to create data streams
• Instantiate the BufferedReader class in code
• Use the readLine() method to handle user input
• Convert strings to numbers using the parse() method
• Use assignment statements to store data with proper identifiers
• Use operators and parentheses correctly in numeric and conditional
expressions
• Round an answer using the round() method of the Math class
• Use Swing components to build the GUI for a Swing program
• Use the exit() method to close a Swing program
• Implement an ActionListener to handle events
• Add interface components to an applet
• Use the init() and paint() methods to load the applet interface
• Use the actionPerformed() method
• Run and test an interactive applet
• Manage Java source code files and Java class files
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