Sams Teach Yourself Java 2 in 24 Hours
- Table of Contents
- Copyright
- About the Author
- About the Technical Editor
- Acknowledgments
- We Want to Hear from You!
- Reader Services
- Introduction
- Hour 1. Becoming a Programmer
- Hour 2. Writing Your First Program
- Hour 3. Vacationing in Java
- Hour 4. Understanding How Java Programs Work
- Part II: Learning the Basics of Programming
- Hour 5. Storing and Changing Information in a Program
- Hour 6. Using Strings to Communicate
- Hour 7. Using Conditional Tests to Make Decisions
- Hour 8. Repeating an Action with Loops
- Part III: Working with Information in New Ways
- Hour 9. Storing Information with Arrays
- Hour 10. Creating Your First Object
- Hour 11. Describing What Your Object Is Like
- Hour 12. Making the Most of Existing Objects
- Part IV: Programming a Graphical User Interface
- Hour 13. Building a Simple User Interface
- Hour 14. Laying Out a User Interface
- Hour 15. Responding to User Input
- Hour 16. Building a Complex User Interface
- Part V: Creating Multimedia Programs
- Hour 17. Creating Interactive Web Programs
- Hour 18. Handling Errors in a Program
- Hour 19. Creating a Threaded Program
- Hour 20. Reading and Writing Files
- Part VI: Creating Multimedia Programs
- Hour 21. Using Fonts and Color
- Hour 22. Playing Sound Files
- Hour 23. Working with Graphics
- Hour 24. Creating Animation
- Part VII: Appendixes
- Appendix A. Tackling New Features of Java 2 Version 1.4
- Appendix B. Using the Java 2 Software Development Kit
- Appendix C. Programming with the Java 2 Software Development Kit
- Appendix D. Using Sun ONE Studio
- Appendix E. Where to Go from Here: Java Resources
- Appendix F. This Book's Web Site
Storing Information in a Variable
In the programs you write, one thing that's often needed is a place to store information for a brief period of time. You can do this by using a variable, a storage place that can hold information such as integers, floating-point numbers, true-false values, characters, and lines of text. The information stored in a variable can change, which is where the name "variable" comes from.
Load the Saluton.java file into your word processor (if it's not already loaded) and replace Line 3 with the following:
String greeting = "Saluton mondo!";
This statement tells the computer to store the line of text "Saluton mondo!" into a variable called greeting.
In a Java program, you must tell the computer what type of information a variable will hold. In this program, greeting is a string—a line of text that can include letters, numbers, punctuation, and other characters. Putting String in the statement String greeting = "Saluton mondo!"; sets up the variable to hold string values.
When you enter this statement into the program, a semicolon must be included at the end of the line. Semicolons are used at the end of each statement in your Java programs. They're like periods at the end of a sentence; the computer uses them to determine when one statement ends and the next one begins.
Displaying the Contents of a Variable
If you ran the program at this point, it wouldn't display anything. The command to store a line of text in the greeting variable occurs behind the scenes. To make the computer show that it is doing something, you can display the contents of that variable.
Insert another blank line in the Saluton program after the String greeting = "Saluton mondo!"; statement. Use that space to enter the following statement:
System.out.println(greeting);
This statement tells the computer to display the value stored in the greeting variable. The System.out.println statement tells the computer to display a line on the system output device. In this case, the system output device is your computer monitor.
Saving the Finished Product | Next Section

Account Sign In
View your cart