Applets must run on all platforms and applications must be in your Public space and must be permitted for all to run.
Advantages of using UML
UML tutorial
UML tutorial
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:
Assignment: Answer these questions You can work on this assignment alone or in a group of up to 3 people. Be sure each person's name is on the paper and each person must convert their age.
Assignment:
Do number 17 on P 79 of the text, only write both an applet and an
application. (Use only a paint method to solve the problem in the applet
for part a.)
Hand in:
Assignment:Due Monday at 10 am in the envelope on the door of
1829 East Hall
Answer the "TEST YOUR UNDERSTANDING" questions 1-12,16,18-24 and
Pick one from 26,28,29,30 and
Assignment:Due next Friday at 4
Write code for the solution you handed in on Monday.
Note:
Hand in:
Hardcopy of the application and its output.
Different ways of writing a program
Assignment:
Debugging Exercise 8 on p 131 in the text. Rewrite the code so it will
run correctly and never "crash".
Note:
Hand in:
Assignment:
Write an application that includes the code in "Skill Builder Exercises"
1, 2, and 3 and the rewrite of each that the exercises ask for. Have your
program demonstrate that both ways of writing the code perform the same.
Note:
Hand in: Hardcopy of the program.
Assignment:
Choose one of the "Program Design Exercises" on pages 199-203 in the
text. Write pseudo code or draw a flow chart (either one, your choice,
but not both) for the one done only using a main method (the structured
program) and do the UML for the object oriented solution (remember -
main should just invoke the responsibilites of the object)
and write the code for both.
Hand in:
Hardcopy of the program.
A short paper describing how you divided the problem and in what
order you "conquered" the sub problems.
Assignment:
Write a program that is both an applet and an application,
that draws a Valentine. It must use at least 10 methods from the
Graphics class.
Hand in: Hardcopy of the program.
The purpose of this program is to give you practice identifying the parts of a class, 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 the kinds of things you can do with Java.
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: Due Feb. 18 before the exam
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 Due Mar 4
Decide on a project to do for the rest of the class. It can be an applet
or an application or both and can do anything
you want but it must
Hand in: A rough drawing of your GUI and the file header for it. (No code)
The purpose of this assignment is to give you practice using an array.
Write an application that generates an array of integers. The size of the array is decided at runtime - it must be a random number between 10 and 50. Fill the array with random numbers. Ask the user for their favorite number, and then check to see if that number is in the array. Design your user interface carefully and be sure to document any assumptions you make.
Hand in: Hardcopy of your application.
Assignment
Start your project! Add at least one component to your GUI.
Hand in:
Hardcopy of your project code.
Assignment: Due Mar 18
The purpose of this assignment is to get you to design your GUI, so it
can be implemented using Java.
Make a drawing of what your user interface will look like. Label each
component, and tell what layout manager you will use in each container.
Use your design to create the GUI.
Hand in on Mar 18:
The drawing.
Hardcopy of your project.
In class - draw containment hierarchies for some of the guis.
Programming assignment Due Mar 25
Make your help and at least one other event work.
Hand in on Mar 25:
Hardcopy of your project
Programming assignment
Add images and sound to your project.
Hand in:
Hardcopy of your project
Programming assignment Due Apr 5
Assignment
Add animation to your project
Hand in on Apr 5: Hardcopy of your project
Hand in:
Assignment
Finish your project
Hand in at the beginning of the next class: Hardcopy of your project
Due today - hardcopy of your program and evaluations of at least 3 other projects.
Last Updated by S.L Bartlett : Sunday, April 07, 2002, at 20:07:01 EDT