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:
- 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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