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
Hour 7. Using Conditional Tests to Make Decisions
Writing a computer program has been compared to telling a household robot what to do. You provide the computer a list of instructions, called statements, and these instructions are followed to the letter. You can tell the computer to work out some unpleasant mathematical formulas, and it will work them out for you. Tell it to display some information, and it will dutifully respond.
However, there are times when you need the computer to be more selective about what it does. For example, if you have written a program to balance your checkbook, you might want the computer to display a warning message if your account is overdrawn. The warning could be something along the lines of Hear that bouncing noise? It's your checks. The computer should display this message only if your account is overdrawn. If it isn't, the message would be both inaccurate and emotionally upsetting.
The way to accomplish this task in a Java program is to use a statement called a conditional. Conditionals cause something to happen in a program only if a specific condition is met. During this hour, you'll learn how to use three different types of conditional statements: if, else, and switch. The following topics will be covered:
- Testing to see whether conditions are met
- Using the if statement for basic conditional tests
- Using other statements in conjunction with if
- Testing whether one value is greater than or less than another
- Testing whether two values are equal or unequal
- Using else statements as the opposite of if statements
- Chaining several conditional tests together
- Using the switch statement for complicated conditional tests
- Creating complicated tests with the ternary operator
Testing a Condition | Next Section

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