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Lesson 1: roughly chapters/days 1, 2, and 3 Instructor Introduction & Course Objective - me - learn what Java is - gain an understanding of the motivation behind Java, history, what makes it unique - gain a working ability to solve problems with Java (write programs) - gain a general understanding of object oriented techniques - programming is learned by doing: reading programs, and writing them – just like reading and writing. Explanation is not how they are learned. - marketing versus reality Student Introductions & Course Objectives - what you want out of the class - what is your background Resources: the book and many others - www.javasoft.com What is Java and how does it work - programming language - extensive libraries, class libraries in this case - run time environment (virtual machine, etc) - what Java is not - HTML - JavaScript - C, C++ - closer How to develop a successful Java program Analyze: know your objective and audience Design: What does the program do, how does it do it Implement: How will the program be built Test: Technical and User/Client testing Cost of changes and errors is much greater in time. Object-oriented programming - Class - Attributes - Object/instance - Methods - Inheritance Setup: lab tools and how to use them - Integrated Development Environments (IDEs) & real geeks - Complete understanding can be hidden with IDEs - Modify, compile, load, run/test Getting off the ground with Java: learn by doing An overview of basic Java Writing your first Java Program Lesson 2: roughly chapters 4, 5 and 6 Review course objectives lab tools Java basics Using Objects: creating, setting attributes, invoking methods Reflection Arrays Control Flow Creating classes, methods & applications Lesson 3: roughly chapters 7, 8 and 9 Methods in action Applets versus Applications Creating Applets graphics, Graphics, GRAPHICS! Constructor, Overriding, and Finalizer methods Drawing, Text, Color, Rendering Lesson 4: roughly chapters 10, 11 and 12 Sizzle: Images, Animation, Sound Applet user interface development Containers UI items: labels, buttons, check boxes, choice lists… Arranging UI items Flow, Grid and Border Layout Card and Grid Bag Layout Lesson 5: roughly chapters 13, 14 and 15 Event Handling User input: mouse & Keyboard Component Events Abstract Windowing Toolkit (AWT) Overview of advanced Java features Windows and Menus Lesson 6: roughly chapters 16, 17 and 18 Error Handling, etc. – Java exceptions Java Streams Networking Lesson 7: roughly chapters 19, 20 and 21 JavaBeans Remote Method Invocation, RMI Java Database Connectivity, JDBC Swing Swing – User input a better way Lesson 8: Overview What did we set out to Accomplish What did we Accomplish Java in the future…