Assignment:
Answer Review Exercises R1.1 - R1.4, R1.9, and write your age in binary.
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, 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 two lines of information about yourself.
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 two lines of information about yourself on one of
your web pages.
For the hierarchy for your applet you can put
Object - Component - Container - Panel - Applet - YourAppletClassName
Hand in:
Programming assignment:
The purpose of this assignment is to give you practice using Java variables
and operators.
Write a Java application and a Java applet that has 2 variables to hold your 2 favorite numbers. Have the application and the applet print the results of using 6 different operators (you may not use +, -, or *) with the variables holding your favorite numbers.
Hand in:
Programming assignment:
The purpose of this program is to give you an opportunity to practice branching statements.
Write an application that asks the user to guess a letter that you have chosen and tells the user if their guess is too high, too low, or correct. To get input from the user use these magic words.
Hand in:
Hardcopy of the application.
Hardcopy of 3 runs of your application, showing that your code correctly
handles high, low, and correct input. (You can use the Unix
script command to put
all your runs in one file to print out.)
Programming assignment:
The purpose of this program is to give you an opportunity to practice
looping and branching statements.
Add code to your application so the user can keep guessing until they have guessed the letter you chose.
Hand in:
Hardcopy of the application.
Hardcopy of 3 runs of your application.
Programming assignment:
The purpose of this program is to give you more practice in designing
and writing simple procedural code.
Write an applet and an application that generate 10 random numbers and store them in an array. Then print out the 10 numbers and tell which one is the biggest and which one is the smallest.
Hand in:
Hardcopy of the applet.
Hardcopy of the application.
Hardcopy of 3 runs of your application.
Programming assignment:
The purpose of this program is to give you practice writing
loops, branching statements, and methods.
Write both an application and an applet that prints out a random number of computer terms and their definitions, chosen from a list of 8 or more, without duplicates. Store your terms and definitions in an array of Strings. Your code must include a method that "shuffles" the array so that the facts are in a different order each time the applet or the application is run. Declare your array of Strings in main for the application and in paint for the applet. Send the array as a parameter to the method you write that "shuffles" the array.
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 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 practice using graphics drawing
methods.
Write an applet and an application that draws what you imagine a creature from Alpha Centauri (the closest star - about 4.5 light years away) would look like. (Use your imagination - it doen't have to be realistic.) Use at least 10 different methods from the Graphics2D and/or the Graphics class.
Hand in:
Hardcopy of both your applet and your application.
Programming assignment:
The purpose of this program is to give you an opportunity to practice
using inheritance, polymorphism, abstraction, and encapsulation.
Write 2 subclasses of the class we designed in class. I have written a subclass - you must write two different ones. Include at least 2 constructors for your new classes and access methods for the new data. Write a Java application that creates at least one instance of each class (mine and yours - 3 classes all together) and uses access methods to print out the values of the variables. (Note: the application I wrote does not do this.) Write a Java applet that draws at least one object from each of the classes - mine and yours - 3 objects all together. (Note: the applet I wrote does not do this.)
Hand in:
hardcopy of your new subclasses, your application, your applet
and output from your application.
Assignment:
The purpose 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.
Use the form handed out in class to make a list of all the things you can do to an applet while it is running, e.g., move to a different page, scroll the page, etc, and tell which methods are called for each thing you do. Use the ExtendedSimple applet to find out which methods are called. Do it for 2 different browsers (IE and Netscape) or 2 different kinds of computers (Mac and PC).
Hand in:
The form describing the
things you tried while running the ExtendedSimple applet and
which methods were called for each.
Assignment:
The purpose of this assignment is to give you practice in reading
error messages and understanding what they mean.
Write an application that that gets a digit from the user, changes the digit to its integer value, divides using its integer value and accesses an array using its integer value. (Anything else that might cause a runtime exception would also be ok.) (This can be done in less than 20 lines of code.)
Hand in:
Assignment:
Think about a project
to work on for the rest of the class. It can be
anything you want, but it must
Assignment:
The purpose of this assignment is to start the project design process.
Decide on a project to work on for the rest of the class. It can be anything you want, but it must
Write a brief description of what you want to do for your project, a formal description of the program requirements sort of like the one in the handout, only not that long.
Hand in:
Your project requirements - sort of like the 3 page description of the
bank project in the handout, only it doesn't have to be that long.
Groups hand in one paper with both names on it.
Finish the design process started in class.
Hand in:
Assignment:
The purpose of this assignment is to get you to design your GUI.
Hand in:
A drawing of what your user interface will look like. Label each
component, container and layout manager you will use.
Assignment:
The purpose of this assignment is to get you to begin implementing
your GUI.
Students, start your projects!
Hand in:
The the containment hierarchy, and the source code for the start of your project.
Programming assignment due next Monday
Finish implementing your gui design
Hand in next Monday:
Hardcopy of your project and output if it is an application.
Programming assignment
Make your help work
Hand in:
Hardcopy of your project and output if it is an application.
Programming assignment
Add images and sound to your project.
Hand in: Hardcopy of your project and output if it is an application.
Programming assignment due next Monday
Add animation to your project
Hand in next Monday: Hardcopy of your project and output if it is an application.
Due today - hardcopy of your program and evaluations of at least 3 other projects.
Last Updated by S.L Bartlett : Friday, April 06, 2001, at 09:57:37 EDT