Programming assignment:
The purpose of this assignment is to introduce you to beginning Java programming
concepts and to get you to
find the Java compiler, learn how to edit, compile, and print Java source code files, and to learn how to print the output of your Java applications and applets.
Write a Java application, using good style, similar to the Hello.java application, that will print your name. Write a Java applet, similar to the HelloApp.java applet, that will print your name on one of your web pages.
Hand in a hardcopy of both your source code files and the output of both your programs. Email me the URL of the page with your applet. (I will be posting a list of student pages off the class web page - if you do not want your class page published, or if you would like your home page URL published instead (too), let me know in the email message.)
Programming assignment:
The purpose of this program is to give you an opportunity to practice loops and branching statements.
Write a dream generator in Java that tells the user what s/he will dream about in the future. It will produce random dreams sort of like
where the phrases in <> are randomly chosen. To get a random number use
Your program must have at least 5 different phrases of each kind. (Make up your own.). Make both a dream generator application and a dream generator applet.
Put your applet on your class page so I can see it. Hand in a hardcopy of both your source code files and the output of 3 runs of your application.
Programming assignment:
The purpose of this program is to give you a chance to look at other people's
java code and see how they organize their classes and to get some practice doing object oriented design.
Find source code for a cool applet. Modify it in some way, format it according to my style specifications, and put it on your class page. Draw a class hierarchy that includes all the classes in the applet. On the hardcopy of the applet code, circle the instance variable declarations and put a rectangle around the method definitions. Put a * next to all the class variables and class methods.
Email me the URL of the original applet and your modification of it (2 URLs) and hand in hardcopy of your modification with the variables and methods marked.
Add another subclass to the Circle class . Include at least 2 constructors for your new class. Write a Java application that creates at least one instance of each subclass (inclu ding yours) and uses access methods to print out the values of the variables. W rite a Java applet that draws one object from each of the Circle subclasses - inclu ding your subclass. (See sample.)
Hand in hardcopy of your new subclass, output from your application, and email m e the url of your applet.
Start thinking about what you want to do for your class project.
Here are some
suggestions
from Dr. Frost.
Programming assignment:
Programming assignment:
Programming assignment:
Programming assignment: due Oct. 30
Programming assignment: due Nov. 6
Programming assignment: due Nov. 13
If you handed in an assignment but did not pick up one to grade, come to
my office and I will give you one. Teams only have to grade one program.
Programming assignment: due Dec. 4 Add a graphical user interface to your project.
Write a main header for your project. Include a rough sketch of what the input and output will look like. Draw a preliminary class hierarchy.
If necessary, revise your project design, redraw the new class hierarchy and rewrite the main header. Write a detailed description of each class you will write. Write code for one of your classes that includes color, graphics and fonts and a driver to show what it does.
Add animation to your project
Improve your animation and add sound
Grade someone else's program - 50 points for style and 50 points for
doing what is required. Look at the applet and give it a score (1-10
where 10 is the best) for coolness.
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