Course Highlights

Target Population: This course is an intended for students, professionals, and marketing people interested in learning some of the more advanced features of Java. This is a required course for the Computer Careers AAS Information Systems programming degree and Web Programming Certificate.

Here's what you'll learn by taking this course:

  1. How to use the NetBeans and Matisse programming tools to create GUI (Graphical User Interface, Window-like) programs using the Java 2-D graphics library and Swing components.

  2. Advanced OO (Object Oriented) concepts including inheritance and polymorphism to create abstract classes and interfaces.

  3. I/O & Networking techniques (input/output) including streams and thread for networked programs and software that will utilize the multi-core chips.

  4. Utilizing databases for dynamic programs using JDBC as well as advanced data structures such as linked lists.

This course uses up-to-date teaching techniques allowing you to learn by reading, listening, experimenting, and writing your own code. Each module has specific learning activities designed to help you learn in an interesting and fun manner.

This course is part of the Web Programming Certificate  and the AAS Information Systems programming degree program at South Central College.

(A more detailed list of learning objectives is given below.)

Course Details

Java II - COMP2305 - Fall Semester 2006

Section 01 Online via WebCT. http://southcentral.edu/students/

Credits - 3 credits (1 lecture - 2 lab)

Required Text: Introduction to Java by Liang, 6th Edition, Pearson/Prentice Hall, ISBN 0-13-222158-6.

Required Software: The TextPad code editor.
The JDK 6.0 with NetBeans 5.5 available for free from Sun Microsystems.

It is recommended that you have at least one flash drive to store you work and class information. (Please back up your data on a regular basis!)

For more information contact: Peter K. Johnson , Instructor
email: peter.johnson@southcentral.edu   
phone: 507 389-7337

Prerequisites

  1. Minimum typing speed of 35 wpm. You can test your typing speed at http://typingtest.com

  2. Successful completion of Java I - CC2816 (with a C grade or higher), or a working knowledge of C++ or C#, or a working knowledge of variables, methods, and classes/objects.

Note: Prerequisites ensure that you are at the correct learning level for the course. Please feel free to contact the instructor to help you determine your expertise level if you have not completed the prerequisite courses.

Course Goals:

  1. Be fluent with Java language.
  2. Establish a professional, team-based attitude toward programming including commenting, code organization, and code reuse.
  3. Communicate effectively using today's technologies. (email, discussion forums, and other Web- based tools)

 

Core Abilities:

Learning Objectives

1. Demonstrate the relationship between objects and classes.
-- Describe in a paragraph the difference between an object and a class using at least one real-world example.
-- Modify an existing program with methods into a program that contains an object and uses it to create a class and use it.
-- Write a program that contains an object but will not run on its own.
-- Write a program that creates and uses a class from an object.
-- Create an class that accesses an objects data and methods.
-- Create a program that utilizes a constructor to initialize startup variables when a class is created.
-- Demonstrate the scope of a variable in the context of a class.
-- Use the keyword 'this' as part of a class showing the current instance of a variable.

2. Write a program that uses inheritance to create new classes
-- Write a program that demonstrates the relationship of superclass and subclass.
-- Write a program that overrides methods from its parent class.
-- Write a program that demonstrates polymorphism and dynamic binding.
-- Demonstrate the use of the instanceof operator.

3. Use UML graphical notations to describe classes and objects.
-- Write a paragraph describing the difference between a flow chart and a UML diagram.
-- Draw a diagram of a program that utilizes a class using UML (Unified Modeling Language)
-- Draw a UML diagram of a class showing the class name, public and private properties, and public and private methods.

4. Use the Java API as part of the development cycle.
-- Create a shortcut on your production machine to the API (Application Programmer Interface) in JavaDocs
-- Describe what a package is in the Java language.
-- Describe at least five packages from the API and tell how they would be useful in writing a program.
-- Use the API to look up and create a Frame class in a window.
-- Use the API to determine some of the methods that are available for the String class.

5. Write a program that utilizes frames and layout managers.
-- Describe the Java graphics API (Application Program Interface).
-- Use frames and panels in a program.
-- Demonstrate how layout managers control the layout of components.
-- Utilize the paintComponent method in a program.

6. Incorporate graphics in a Java program.
-- Use the Color, Font, and FontMetrics classes to customize the appearance of your programs.
-- Use the Graphics class to draw lines and rectangles.
-- Use the Graphics class to draw ovals and arcs.
-- Use the Graphics class to display a clock or pie-chart.

7. Utilize event-driven programming concepts.
-- Draw a diagram showing the relationship between registration, listening, and event handling.
-- Describe the difference between an event and an event source.
-- List at least four user actions, the source object for each action, and the event type generated.
-- List at least four events, the interface used for that event, and the method or handlers for that event.
-- Write a program that handles window events.
-- Debug an event-driven program.
-- Write a program that uses multiple listeners for a single source.

8. Create a GUI (graphical user interface) using Swing components.
-- List at least 10 of the Swing user-interface components and the suggested prefix for each one.
-- Describe the difference between Swing components and AWT.
-- Write a program that utilizes at least 6 components.
-- Write a program that displays images using the ImageIcon class.
-- Use borders to visually group user-interface components.
-- Utilize a message dialog box in a program.
-- Create multiple windows in an application.
-- Implement the listener interface for the Swing components.


9. Use advanced graphics techniques such as Event adapters.
-- Utilize a programming environment such as Matisse
-- Write a program that handles mouse events and keystrokes.
-- Model dynamic behavior using sequence and statechart diagrams.
-- Write a program that uses standard event adapters.
-- Write a program that incorporates anonymous event adapters.

10. Create an applet that will run in a Web page.
-- Describe how a Web browser controls and executes applets.
-- Write a program that uses the four main methods (init, start, stop, and destroy) showing when they are triggered.
-- Incorporate an applet in a web page.
-- Pass parameters into an applet.
-- Write a Java program that will run as an application as well as an applet.

11. Incorporate exception handling in your program design.
-- Draw a diagram showing the basic concept of Java's exception handling.
-- List the different types of exception types.
-- Use the keyword 'throws' to claim an exception in a method.
-- Write a method that utilizes try, catch, and throw to handle exceptions.
-- Use the keyword 'finally' in a try-catch block.
-- Describe when to use, and when not to use exception handling in your programs.

12. Demonstrate the use of multithreading in a Java program.
-- Describe what a Java thread is.
-- Write threads by extending the Thread class.
-- Write threads by implementing the Runnable interface in cases of multiple inheritance.
-- Demonstrate controlling threads in a program.
-- Use thread synchronization to avoid resource conflicts.
-- Use the timer class to control animation.

13. Use streams and other I/O techniques to communicate with your Java programs.
-- Draw a graphic representation of input and output streams.
-- Write a program that uses a byte stream.
-- Write a program that uses a character stream.
-- Write a program that reads and writes to external files using the File class.
-- Use JFileChooser to display open and save file dialog boxes in a program.
-- Use text input and output to the console.
-- Write a program that serializes (and deserializes) objects.
-- Use the RandomAccessFile class to read and write from a file.
-- Write a program that parses text files using the StringTokenizer class.
-- List at least four classes from the InputStream interface.
-- List at least four classes from the OutputStream interface.

14. Write a Java program that utilizes a database using JDBC.
-- Write five different SQL statements that will be used to extract a dataset from a database file.
-- Write a Java applet that connects to a database file using JDBC.
-- Use the PreparedStatement object to create a parameterized SQL statement.
-- Handle null values in a result set.
-- Write a program that displays the metadata of a database file.

15. Write a Java program that utilizes client/server technologies.
-- Draw a picture showing the relationship between client/server, sockets, and I/O streams.
-- Write a program that gets input from the user on one computer (client) and calculates the results on another computer (server).
-- Write a program that will handle multiple client requests using multithreading.
-- Create a client/server applet that retrieves and displays web pages.
-- Write a Java application that allows two people to play tic-tac-toe.

16. Use data structures in a Java program (Linked Lists)
--
Write a Node class
--Write a Single Linked List class
-- Create a linked list using the LinkedList class.
--Draw a diagram showing the difference between a single linked list, a double linked list, a circular list, and a binary tree.
-- Give real-world examples showing how a programmer would use arrays, arrayLists, vectors, linked lists, circular list, and binary trees.

17. Use data structures in a Java program (hash tables and sets)
-- Compare the difference between arrays and collections.
-- Diagram an instance of a Collection created from the Java Collection Framework.
-- Create a hash set filled with strings.
-- Write a program that demonstrates the differences between a tree set and a hash set.

Grading

A   97-100%
A-  90-96
B+  97-89
B    84-86
B-   80-83
C+  77-79
C    74-76
C-  70-73
D+  67-69
D    64-66
D-  60-63
F    Below 60%

The grading for this course is performance-based. You will not be graded a curve. This means that your grade is based on the work you do and not on what grade others in the class receive.

As your instructor I am the record-keeper of your points. I do not “give you a grade”; I only keep track of the scores you receive.

You will earn your grade by demonstrating your knowledge of the learning objectives listed at the bottom of each learning activity page. Complete the work according to the specifications and you will receive points accordingly.

One hint: This is a project and participation-based course. For example, most projects are worth 25 points while a quiz in the same module might only be worth only 10 points. This focuses your efforts on demonstrating your knowledge in applying your learning, not just knowing the facts or memorized information. (It also makes the things you learn in this course much more useful in the real world!)

Course Policies

Be responsible for your own actions.

Respect due dates - No late projects, papers, or quizzes will be accepted unless you have made prior arrangements in writing with the instructor and have a valid and documented reason. All late projects that are accepted will automatically drop one letter grade.

Quizzes - Make-up quizzes must be done on or before the next class session. 10% will automatically be taken off the total available points on all make-up exams.

Incomplete - An incomplete is granted due to serious extenuating circumstances (e.g. a death in the immediate family, hospitalization, etc.) near the end of the semester when the majority of the coursework has been successfully completed. An incomplete will not be granted for failing work.

Cheating - All graded projects must be your own work only. Cheating or plagiarism is a serious breach of academic ethics and could lead to sanctions including expulsion from college. When taking tests, protect your answers from others. If cheating is discovered, all participants will be penalized.

Special Needs -
If you have a disability and need accommodations to participate in the course activities, please contact your instructor as soon as possible. This information will be made available in an alternative format, such as Braille, large print, or cassette tape, upon request.

Student contributions - Students are expected to:
-- Participate in course discussions and actively participate within their team.
-- Complete all projects on or before the deadline.
-- Read all assigned material before class or chat sessions.

The Bottom Line -
I am here to help you learn and understand the material presented in this course. Please let me know if you do not understand any concepts or projects in this class. Feel free to clarify any questions you may have during class, at my office, or via email. I am also open to any suggestions you may have that would make this course more interesting and/or useful.

Peter K. Johnson