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:
• Java™ Glossary
• Index
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 : A Final Project |