Written assignment:
Find the assignment in first day handout - do this assignment first!
Programming assignment:
The purpose of this assignment is to introduce you to beginning
Java programming concepts and to get you to
learn how to edit, compile, and print Java source
code files,
how to run Java applications, how to run Java applets,
and to learn how to print the output
of your Java applications and applets.
Write a Java application, using the class style, similar to the
HelloWorldApp.java in the tutorial
that will print your name and three lines
telling what you did for Y2K. For the hierarchy for your
application you can put
Object - YourApplicationClassName
Write a Java applet, using the class style, similar to the
HelloWorld.java applet in the tutorial
that will print your name and three lines of information
telling what you did for Y2K
on one of
your web pages.
For the hierarchy for your applet you can put
Object - Component - Container - Panel - Applet - YerAppletClassName
Hand in:
Programming assignment:
The purpose of this program is to give you an opportunity to practice loops and branching statements.
Write both an application and an applet that prints out a random number of goals for the new millenium chosen randomly from a list of 8 or more. Be sure no item is displayed more than once.
Hand in:
Hardcopy of both the applet and the application.
Hardcopy 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 use the API,
and also to give you some ideas
about possible projects you might want to do for the class.
Hand in:
the annotated
hardcopy of your applet code with the URL of the original applet
and the URL of your modified applet.
Programming assignment:
The purpose of this program is to give you an opportunity to practice
using inheritance, polymorphism, abstraction, and encapsulation.
Write a subclass of the class designed in lecture and a subclass of your class. Use good object oriented design, including encapsulation and polymorphism. Put them both in the same file. ( Example of a subclass - there are many right ways to do this) Include at least 2 constructors for each of your new classes (one should be a default constructor) and access methods for any new data, if appropriate. Write a Java application that creates at least one instance of each class you wrote and uses access methods to print out the values of all the variables. (NOTE - the sample application does not fulfill the program requirements, it is just an application that prints out the values of the variables for two Vehicle3000s.) Write a Java applet that draws (using at least 12 methods from the Graphics2D class) at least one object from each of your classes. (NOTE - the sample applet does not fulfill the program requirements, it just shows how one is drawn and plays with the move methods.)
Think about what you want to do for your project. (You can have 1 partner.)
Hand in:
hardcopy of your new subclasses, your application, your applet
and output from your application.
Assignment:
The purpose of the first part of this assignment is to help you get a feel
for how applets run in
a browser and to help you understand the purpose for each of the
applet methods. The purpose of the second part is to have you develop the
first draft of your project design.
Using the form handed out in class and the ExtendedSimple applet to find out which methods are called when the user makes changes in the browser while viewing an applet. Note that you must test the applet on different kinds of computers. (There are Sun machines in the Media Union for students without CAEN accounts.)
Decide on a project to work on for the rest of the class. It can be anything you want, but it must
Prepare a program header for your project and a rough drawing of the graphical user interface (GUI).
Hand in:
The form describing the
things you tried while running the ExtendedSimple applet and
which methods were called for each.
The program header describing your project and the GUI drawing.
Programming assignment: Start your project by adding at least one of the components you will need. The components must show up, but they don't have to do anything.
Hand in:
Hardcopy of your project, and output if it is an application.
Programming assignment:
Work on your GUI.
Programming assignment:
Finish your GUI.
Hand in:
Hardcopy of your project, and output if it is an application.
Programming assignment:
Add event handling to your project. Make "help" for your project one of
the events that works properly.
Hand in:
Hardcopy of your project, and output if it is an application.
Programming assignment:
Add sound, images, colors, and fonts to your project.
Hand in:
Hardcopy of your project, and output if it is an application.
Programming assignment:
Add animation to your project.
Sign up for demo time.
Come for the whole time and see all
the demos, but you can only demo your project during your assigned time.
Hand in before you leave:
Final hard copy of your code and critiques of at least 3 other projects
Last Updated by S.L Bartlett : Monday, March 27, 2000, at 15:17:30 EST