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These applications are embedded into a web page and run with the help of a web browser. Now,
we can develop different types of applications in Java.
Java follows the Write Once Run Anywhere (WORA) principle. This means that a program once
written in Java can run on any Java-enabled machine without making any changes. Java programs
do not depend on the hardware of the computer. Hence, Java is a platform-independent
language.
Java is simpler and easier to use than the other object-oriented programming languages.
When developing Java, its creators took all of the good features of the existing object-oriented
programming languages, such as C++, Ada, and Smalltalk.
i + FEATURES OF JAVA
Java has various advanced features, which are as follows:
• Simple: Java has a relatively simple structure and clearly defined syntax.
• Case Sensitive: Java is a case-sensitive language. In Java, ‘pay’ and ‘PAY’ are not the same.
They are interpreted differently.
• Object-Oriented: Java supports object-oriented programming concepts of classes and
objects. The programs are built around objects that combine both data and functionality.
• Platform Independent: A Java program can run on any platform without making changes to
it, which means that the same program will run on Windows, Linux, Macintosh, etc.
• Secure: Java is a secure programming language. It enables us to develop virus-free programs.
It also provides different types of authentication techniques that are based on public-key
encryption.
• Robust: Java makes an effort to eliminate error-prone situations by emphasising mainly on
compile time error checking and runtime checking.
i + WHAT IS AN OBJECT AND A CLASS?
As we have discussed above, an object-oriented programming language uses objects and classes.
Let us discuss them in detail.
Object
An object can be defined as a real-world entity such as a telephone, mouse, or bag. All real-world
entities have properties and behaviours. Properties represent the physical appearance and qualities
of an object. On the other hand, behaviour represents the functions that an object can perform. For
example, a computer has a brand name, type, and price as its properties. It also has "calculation"
as one of its behaviours.
Class
A class can be defined as a user-defined blueprint or prototype that is used to create objects.
It contains objects that have similar properties and behaviour. For example, an animal class has
different types of animals.
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