Java Functions


By the time you start creating real projects, you will quickly see that in any case, you can create them for multiple pages of code. The more projects there are, the more interested they will be in writing and caring. To overcome this problem, talented software engineers divide their projects into single skills, each completing a specific and all-encompassing task. 


Top-Down Approach Programming in Java


As I said, long projects are very difficult to manage and take care of. The full-length program contains many pages of code and it is serious to try to find a specific feature of the program in that code. Measured program-configuration methods can be used to overcome this problem. Using specific programming methods, you can divide a long program into single blocks, each with a specific effort. 


In that article, I used it to understand the way to divide a house cleaning case into obvious improvements. (The main prudent approach to cleaning my house is to soak it in fuel and toss it in a light match, but we can not get into it now.) Hoping to learn about the capabilities, you will use that metaphor here. 








When cleaning a house, the primary task is called cleaning the house. Considering the cleaning of the whole house is high. In these ways, to simplify the error, you can divide it into various minor improvements. These options include Clean Living Room, Clean Bedroom, Clean Kitchen and Clean Bathroom. 


  • After dividing the house cleaning task into room by room, you have a very great idea of ​​what to do. However, cleaning a room is additionally a big effort, especially when it is not done at times or when you have cats hiding hacking balls everywhere. So why not separate each room floor? For example, cleaning a parlor can be divided into pick room, dust and polish, clean furniture and vacuum rug. 


  • After dividing each room into stages of cleaning, the level of cleaning your house looks like a pyramid and the whole error is on top. As you move into the pyramid, from the primary work to the room-to-room reduction from the last room to the room, the efforts are mostly obvious. 


  • Naturally, when cleaning the house, you will not write more steps. If you are a skilled housemaid, instructions will be sent to your brain. (In the event that you clean the house as I did, there are only two steps: Turn on the TV and golf in the coach.) However, when making a plan, it is a very reasonable task and you should not be ashamed of not completing what you wanted. It motivates you to succeed through adventure. 


  • Dividing programming errors into stages or modules is called discrete programming. Also, when you divide the modules of your program into significantly smaller modules - just like we did in the attempt to clean the house - you use the up-and-down approach to deal with the program. By using top-down programming techniques, you can make improvements to any program that can fix minor, simple errors. In Java the ability to sort the required unit code up and down. 


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Using functions as subroutines

Subroutines usually mean program modules when they talk about developers, they do not give incentives to your program. Similarly, the subroutine in your policy program is similar to a small program. When you have the opportunity to design a house cleaning program, you can call the subroutines in the basic module Clean Living Room (), Clean Bedroom (), Clean Kitchen () and Clean Bathroom (). A clean living room () subroutine has everything you need to tidy up a lounge, while a clean bedroom () subroutine has everything you need to clean a room. 


Clearly, cleaning a home with a PC requires a wonderfully gifted software engineer. (If you have the opportunity to deal with that stunt, contact me immediately.) We still need a PC-organized model. Suppose you want to create a program that displays game guides on the screen. Posting 1 will give you a way to get this job done in the Java applet. 

to categorize and call functions 


















There are two things you need to do to use the ability in the program. The main thing you need to do is categorize the capabilities, you need to create all the program directions that create the capabilities and set the guidelines between the wave supports. You need to figure out what contradictions it should have along with its ability to express its impact. In Applet 2, Draw Hints () feels like the task definition,from revealing the main line of List 3 List 3 to List 3, the significant value, capacity, capacity name and disputes to be sent. That's it. In this scenario, the return value is null, which indicates that the capacity does not return any value. Capacity is called Draw Instructions, and its concept is called Graphics Object.


  • This line tells Java that you must execute the program code in the Draw Instructions () job and pass the graphics object gram capability. Draw references () require gram approval because it is a graphics object with a drafting () strategy. Without allowing the graphics object, draw instructions () cannot execute its attempt in the same way, and the draw string () technique does not display the string except in the area where you want to display the string and the string. 


  • The second thing you need to do to use capacity is to call it capacity. Where you call capacity, the program refers to orders that produce processing capacity. All orders of capacity are executed, after which capacity returns to the program line after the call. 


The conflicts you place between the parentheses of the skill call should be equal to the conflicts given in the first line of skill. That is, the draw hints (g) and the main line hints of skill (graphics g), the skill call sends the graphics object and the ability to fully integrate based on what the graphics object expects. However, the names of the disputes do not need to be coordinated. For example, Skill Call Draw Instructions (G) and Skill Name Draw Instructions (Graphics Graph) still do not match. The main difference is that the drawing instructions () must indicate the working map instead of the gram. 


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Using Functions

In recovery java, capabilities are the basic way to divide your projects into blocks. However, it is different when you use skills as subroutines, some types of skills inspire a basic project. () Is one of the string class values ​​of the technique. The value it gives is a mathematical evaluation of a digit string. You can reduce the incentive by changing the return on skill. Suppose you have GetNum (), which finds a number and returns it to your program. The capability call is: int num = GetNum (); 


  • Posting 4 shows the difference between using capabilities as subroutines (they are not valuable) and using capabilities to retrieve values. Skills that can be used as subroutines begin with a catchphrase vacuum, while ratings begin with full rattles. In addition, since subroutines are not valuable, they do not need to be re-exposed. 
  • Note In general, ideas that go into skill are executed by value, i.e. a copy of the approved value is given to the capacity. When you change the value of the dispute in capacity, you change the copy, the first value being the same.
  • However, some disputes are reported by reference, which indicates that the first article was sent to capacity. In this case, changing the conflict changes the first value of the incentive in capacity. 
  • However, to be clear, retrieving the incentive using a withdrawal keyword is a getnam () task. If you neglect to link back to a body capable of gaining value, Java's compiler will give you the wrong message. 
  • Every time you enter another number, you realize that the hypothesis is more or less the same. 
  • When you run Applet 3, the program selects random numbers from 1 to 100. Your endeavor is to find the numbers in all attempts. Type your ratings in the applet title. At the beginning of the program, this niche contains the number 50 and at the bottom of the screen indicates to you that number is more or less.
  • True, this can be by passed-but not unless you're a techie who knows what he's doing. By breaking down the program's streaming, you can determine if you will see how the capabilities work. Start with the paint () technique. By analyzing the skill calls in it, you will get a better idea of ​​what the program does.
  • In particular, the program shows game guides, receives an umption from the customer, and then displays a message to the customer. Depending on the opportunity you are interested in to see the paint () technology, you do not need to go any further; The subtleties of how these different skills work will come out of you. 
  • However, when you need to see how the program prints game guides you can find Draw Instructions () technology in the source code. Equivalent to the different abilities brought into the paint () technique is valid. 


You can see that some of the skills are valued while others are not. Similarly, some skills require controversy, while others do not. How the capability is configured depends on whether the program needs to find and return an incentive (for example, in CreateNumber ()) and whether values ​​are required from the program to execute its effort (for example, ShowMessage (), which requires the graphics object and the player's most recent hypothesis). 




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