Java™ Programmer
PROGRAM
OUTLINE
Instruction Sets
Your program consists of seven Instruction Sets designed to take you step-by-step
through the techniques and skills you'll use in your new career.
You will need access to a computer to complete this program. Penn Foster recommends the following as minimum specifications: Pentium® II or better processor, using Microsoft® Windows® XP or later. You will also need access to the Internet and Microsoft® Office 2007 to complete portions of this program.
- Instruction Set 1
- Learning Strategies
- The advantages of learning
at home; types of study
materials; types of examinations;
accessing and using the
features of our website;
determining what kind
of learner you are; establishing
a study schedule; using
study tips; preparing
for and taking examinations.
- Technology and Society
- The impact of technology
on individuals, business,
the workplace, education,
and society; the global
economy; careers in technology.
- Instruction Set 2
- Introduction to Java™
- Defining and explaining
object-oriented programming.
Using the exciting Java™ language
to create programs, interfaces,
and applications. The
early history of the
language and an introduction
to some conventions that
are used throughout the
study of Java™.
- A First Program Using
Java™
- Build upon the concepts
covered in the introductory
study unit on object-oriented
programming and Java™ programming
by learning to add several
types of comments to
the source code; modify
programs; understand
and use the native data
types available in Java™;
perform simple mathematical
procedures within their
programs; perform conversions
between different data
types; and perform comparison
operations.
- Graded Project: Java™ Project
1: A Payroll Program
- Supplements:
- Instruction Set 3
- Using Methods, Classes,
and Objects
- Creating methods and
classes. Creating methods
both with and without
arguments; creating methods
that return values; concealing
details of how a method
is executed; using class
access modifiers; writing
your own constructor
methods; different ways
of organizing classes.
- Advanced Object Concepts
- Working with blocks
and scope; using the
same variable name several
times within a program;
overload methods and
constructors; preventing
unpredictable outputs;
sending your arguments
to a constructor.
- Input, Selection,
and Repetition
- Accepting keyboard
input; how the decision
structure of Java™ works;
using if and if-else
statements; using the
logical operators AND,
OR, and NOT; using the
switch statement; using
the conditional operator;
using loop structures;
creating and using nested
loops.
- Graded Project: Java™ Project
2: A Math Test
- Instruction Set 4
- Arrays and Strings
- Declaring and initializing
arrays; declaring an
array of objects (including
arrays of arrays); searching
arrays and strings for
exact matches; passing
an array to a method;
comparing string values;
sorting primitive, object,
and string array elements;
using two-dimensional
arrays; using the StringBuffer()
class.
- Applets
- Using an HTML document
to run a Java™ applet;
using and modifying Java™ Labels;
Adding TextFields and
Buttons to applets; adding
output to an applet;
creating interactive
applets using the setLocation()
method; disabling Java™ components.
- Graphics
- Using the paint() and
repaint() methods; using
the drawString() method;
using the setFont() ,
setColor(), setBackgound,
and setForeground() methods;
creating graphics objects;
drawing lines, rectangles,
circles, ovals, and arcs;
creating three-dimensional
rectangles; creating
polygons; copying screen
areas; creating simple
animations.
- Graded Project: Java™ Project
3: The Graphics
Applet
- Instruction Set 5
- Introduction to Inheritance
- Explaining the concept
of inheritance; extending
classes and override methods
from the extended class within
the child class; working
with superclasses that have
constructors and/or require
arguments; Accessing superclass
methods; keeping data private
by using information-hiding
principles.
- Advanced Inheritance
Concepts
- Creating and using abstract
classes; using dynamic method
binding; creating arrays
of subclass objects; using
the Object class and methods;
creating and using interfaces
and packages.
- Understanding the Abstract
Windows Toolkit (AWT)
- Creating and using objects
of the Frame class; using
adapters as a programming "shortcut";
using Container class methods;
using Component methods;
using Checkboxes and CheckboxGroup
classes; using List components;
recognizing and using Swing
components.
- Graded Project: Java™ Project
4: The Dinner Menu Applet
- Instruction Set 6
- Using Layout Managers
and the Event Model
- Using Layout Managers,
including BorderLayout,
FlowLayout, and GridLayout;
using panels and nested
Panels in your interfaces;
using the AWTEvent class
methods to control program
behavior; using event
methods from higher classes
in your inheritance hierarchy;
listening for, capturing,
and responding to mouse
events.
- Exception Handling
- Understanding Exceptions
and the Exception class;
examining code using
the try method; programming
throw and catch single
and multiple exceptions;
implementing the finally
block; understanding
the limitations of traditional
error handling; specifying "throwable" exceptions;
tracing exceptions through
the call stack; creating
your own Exception subclasses.
- File Input and Output
- Using the File class;
organizing and using
files and data streams;
reading and writing data
to and from a file; reading
and writing formatted
data; using random access
files.
- Graded Project: Java™ Project
5: A Computer-Based
Testing Program
- Instruction Set 7
- Multithreading and
Animation
- Using the Thread class;
explaining a thread's
life cycle; using the
sleep() method to pause
a thread for a set amount
of time; setting the
priority of threads so
that they start in the
order that you want them
to; using the Runnable
interface; creating animated
figures, and using pre-drawn
animated image objects;
controlling screen flickering;
controlling Java's garbage-collection
feature; using animations
on a Web page.
- Where Do We Go from
Here?
- The difference between
client-side and server-side
applications; explaining
what Java™ beans
are and how to use them;
several useful Web sites
for keeping up with changes
in the Java™ language;
different types of Java™ certification;
why certification is
useful.
- Graded Project: Java™ Project
6 : Putting It All Together
Online Library and Librarian
Students in Penn Foster Career School have access to an online library for use during their studies. Students can use this library to do the required research in the courses they complete or can use it for general reference and links to valuable resources. The library contains helpful research assistance, articles, databases, books, and Web links. A librarian is available to answer questions on general research-related topics via email and assist students in research activities during their studies with Penn Foster Career School.
We reserve the right to change program
content and materials when it becomes
necessary.
A High School Diploma or GED is required
to enroll in this program.
Java is a trademark of Sun Microsystems
Inc. registered in the United States
of America and/or other jurisdictions.
Windows, Windows NT, and C++ are trademarks
of Microsoft Corporation registered
in the United States of America and/or
other jurisdictions.
Sun SPARC is a trademark registered
in the United States of America and/or
other jurisdictions.
Solaris 2.2 trademark of Sun Microsystems
Inc.
IBM is a trademark registered in the
United States of America and/or other
jurisdictions.
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