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Java™ Programmer

PROGRAM OUTLINE

Instruction Sets

Your program consists of seven Instruction Sets designed to take you step-by-step through the techniques and skills you'll use in your new career.

Here's how it works: Your first Instruction Set will be sent immediately after your enrollment has been accepted. Other Instruction Sets will follow as you complete your exams, so that you will always have training materials to work with. Here is an overview of what you'll learn and the order in which you'll receive your lessons:

You will need access to a computer to complete this program. Penn Foster recommends the following as minimum specifications: Pentium® II or better processor, using Microsoft® Windows® XP or later. You will also need access to the Internet and Microsoft® Office 2007 to complete portions of this program.

  • Instruction Set 1
    • Learning Strategies
      • The advantages of learning at home; types of study materials; types of examinations; accessing and using the features of our website; determining what kind of learner you are; establishing a study schedule; using study tips; preparing for and taking examinations.
    • Technology and Society
      • The impact of technology on individuals, business, the workplace, education, and society; the global economy; careers in technology.
  • Instruction Set 2
    • Introduction to Java™
      • Defining and explaining object-oriented programming. Using the exciting Java™ language to create programs, interfaces, and applications. The early history of the language and an introduction to some conventions that are used throughout the study of Java™.
    • A First Program Using Java™
      • Build upon the concepts covered in the introductory study unit on object-oriented programming and Java™ programming by learning to add several types of comments to the source code; modify programs; understand and use the native data types available in Java™; perform simple mathematical procedures within their programs; perform conversions between different data types; and perform comparison operations.
    • Graded Project: Java™ Project 1: A Payroll Program
    • Supplements:
      • Java™ Glossary
      • Index

  • Instruction Set 3
    • Using Methods, Classes, and Objects
      • Creating methods and classes. Creating methods both with and without arguments; creating methods that return values; concealing details of how a method is executed; using class access modifiers; writing your own constructor methods; different ways of organizing classes.
    • Advanced Object Concepts
      • Working with blocks and scope; using the same variable name several times within a program; overload methods and constructors; preventing unpredictable outputs; sending your arguments to a constructor.
    • Input, Selection, and Repetition
      • Accepting keyboard input; how the decision structure of Java™ works; using if and if-else statements; using the logical operators AND, OR, and NOT; using the switch statement; using the conditional operator; using loop structures; creating and using nested loops.
    • Graded Project: Java™ Project 2: A Math Test

  • Instruction Set 4
    • Arrays and Strings
      • Declaring and initializing arrays; declaring an array of objects (including arrays of arrays); searching arrays and strings for exact matches; passing an array to a method; comparing string values; sorting primitive, object, and string array elements; using two-dimensional arrays; using the StringBuffer() class.
    • Applets
      • Using an HTML document to run a Java™ applet; using and modifying Java™ Labels; Adding TextFields and Buttons to applets; adding output to an applet; creating interactive applets using the setLocation() method; disabling Java™ components.
    • Graphics
      • Using the paint() and repaint() methods; using the drawString() method; using the setFont() , setColor(), setBackgound, and setForeground() methods; creating graphics objects; drawing lines, rectangles, circles, ovals, and arcs; creating three-dimensional rectangles; creating polygons; copying screen areas; creating simple animations.
    • Graded Project: Java™ Project 3: The Graphics Applet
  • Instruction Set 5
    • Introduction to Inheritance
      • Explaining the concept of inheritance; extending classes and override methods from the extended class within the child class; working with superclasses that have constructors and/or require arguments; Accessing superclass methods; keeping data private by using information-hiding principles.
    • Advanced Inheritance Concepts
      • Creating and using abstract classes; using dynamic method binding; creating arrays of subclass objects; using the Object class and methods; creating and using interfaces and packages.
    • Understanding the Abstract Windows Toolkit (AWT)
      • Creating and using objects of the Frame class; using adapters as a programming "shortcut"; using Container class methods; using Component methods; using Checkboxes and CheckboxGroup classes; using List components; recognizing and using Swing components.
    • Graded Project: Java™ Project 4: The Dinner Menu Applet

  • Instruction Set 6
    • Using Layout Managers and the Event Model
      • Using Layout Managers, including BorderLayout, FlowLayout, and GridLayout; using panels and nested Panels in your interfaces; using the AWTEvent class methods to control program behavior; using event methods from higher classes in your inheritance hierarchy; listening for, capturing, and responding to mouse events.
    • Exception Handling
      • Understanding Exceptions and the Exception class; examining code using the try method; programming throw and catch single and multiple exceptions; implementing the finally block; understanding the limitations of traditional error handling; specifying "throwable" exceptions; tracing exceptions through the call stack; creating your own Exception subclasses.
    • File Input and Output
      • Using the File class; organizing and using files and data streams; reading and writing data to and from a file; reading and writing formatted data; using random access files.
    • Graded Project: Java™ Project 5: A Computer-Based Training Applet

  • Instruction Set 7
    • Multithreading and Animation
      • Using the Thread class; explaining a thread's life cycle; using the sleep() method to pause a thread for a set amount of time; setting the priority of threads so that they start in the order that you want them to; using the Runnable interface; creating animated figures, and using pre-drawn animated image objects; controlling screen flickering; controlling Java's garbage-collection feature; using animations on a Web page.
    • Where Do We Go from Here?
      • The difference between client-side and server-side applications; explaining what Java™ beans are and how to use them; several useful Web sites for keeping up with changes in the Java™ language; different types of Java™ certification; why certification is useful.
    • Graded Project: Java™ Project 6 : Putting It All Together

We reserve the right to change program content and materials when it becomes necessary.

A High School Diploma or GED is required to enroll in this program.

Java is a trademark of Sun Microsystems Inc. registered in the United States of America and/or other jurisdictions.

Windows, Windows NT, and C++ are trademarks of Microsoft Corporation registered in the United States of America and/or other jurisdictions.

Sun SPARC is a trademark registered in the United States of America and/or other jurisdictions.

Solaris 2.2 trademark of Sun Microsystems Inc.

IBM is a trademark registered in the United States of America and/or other jurisdictions.


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