Introduction to Java Programming

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Introduction to Java Programming Length: 5 Days Description: This course presents an overview of the Java programming language, including file I/O threads. In order to build a solid foundation for Java Development, an introduction to object-oriented programming is also presented. Course Objectives: Upon completion of this course, you will be able to: Understand the basic frame work of the Java programming environment Create basic Java applications Create multithreaded programs Use the File I/O classes Work with and create our own Exceptions Use javadoc to generate documentation Understand basics of using the AWT to create graphical applications Audience: The audience for this course includes development managers as well as programmers. Prerequisites: The audience for this course is programmers. This course contains the prerequisite material for developers interested in creating and maintaining systems written in Java. Course Contents: Chapter 1 About this Course This chapter introduces the objectives and contents of the course. Chapter 2 Introduction to the Java Language A general overview to the Java language and its main functions. Objectives The Java Language and the Web What is the Java Language? The Java Virtual Machine The Java Interpreter Java Utilities Java IDEs Chapter 3 The Minimum Java Application First look at Java code. Objectives A basic Java Application HelloWorldApp Described Lab 1: Build a Basic Application Java Extensions and Environment Variables 1

Troubleshooting the Compilation Chapter 4 The Minimum Java Application First look at Java code for the Web. Objectives A Basic Java Applet Importing Classes The Applet Class extends Keyword Applet Methods Compiling an Applet Calling an Applet Testing an Applet General Debugging Lab 2: Build a Basic Applet Chapter 5 - Basic Java Constructs The Java Language contains many programming constructs similar to the C language. This chapter provides a general overview of the constructs available and the general syntax required for each construct. Objectives Java Programming Overview Variables Lab 3: Work with Variables Arrays Lab 4: Work with Basic Arrays Operators Branching Statements Lab 5: Work with if and switch Statements Looping Statements Lab 6: Command Line Arguments Lab 7: Temperature Converter, Work with for, do and while Statements Bonus Lab 8: Prompting the user Chapter 6 Object Concepts in the Java Language This chapter explains basic object-oriented concepts. The chapter also covers some real-world examples. Topics Basic Concepts Variables Instance Methods Lab 9: Basic Objects Constructors Lab 10: Constructors Static (Class) variables and methods Lab 11: Class Members Data Hiding Lab 12: Data Hiding Inheritance Lab 13: Inheritance 2

Chapter 7 Exceptions Exceptions provide the Java programmer with a method for catching errors. This chapter explains both the predefined and user-defined exceptions. Lab 14: Exceptions Chapter 8 Packages How to package your application. Classpath Packaging Scope Lab 15: Place your classes in a package Chapter 9 Composition This chapter explores some of the useful classes beyond the basic classes. java.lang.stringbuffer Wrapper classes java.util.stringtokenizer java.util.vector java.util.hashtable java.util.properties java.util.date java.util.locale java.util.gregoriancalendar java.text.dateformat java.text.numberformat Lab 16: Formatting Numbers and Dates Chapter 10 Abstract and Interface Classes This chapter explores some of the useful classes beyond the basic classes. Abstract Methods & Classes Lab 17: Making your Pet class abstract Interfaces Lab 18: Write a Database Composition with Interfaces Clone Chapter 11 Introduction to Threads and Multithreading Threads are a complex topic, but this chapter explains threading as it relates to Java in a straightforward manner. Objectives Threads Chapter 12 AWT This chapter takes a first look at the Java classes for creating a graphical presence to your application or applet. Objectives The java.awt Package Container and Component Adding Components to Container 3

Frame Creating a Simple Frame Panel Creating Panels Buttons Other Button Types Choice Buttons Labels TextFields Container Layouts Layout Managers FlowLayout Manager BorderLayout Manager GridLayout Manager GridBagLayout Manager CardLayout Manager Setting the Layout Manager to null Lab 19 Create the PetGui class The Event Model Event Handling Event Objects Listening for Events Registering a Listener Using Adapters Event Sources Improving Things with the Inner Classes Lab 20 Event handling for you PetGui Fonts & Colors Component methods repaint(), update(), & paint() Chapter 13 Introduction to Input / Output This chapter explains the basic process of access files using Java classes. Topics File RandomAccessFile Data input & output Serialization Object input and output Readers & Writers InputStreamReader Sysin, Sysout & Syserr Lab 21: Make your Pets have Persistance Chapter 14 Tools This chapter explores some of the useful tools such as javadoc. Topics java.exe javac.exe jar.exe Lab 22: Archive you application javadoc Lab 23: Document your application 4

Chapter 15 Introduction to Object-Orientation and UML The goals of this chapter are to introduce you to Object-Oriented Analysis and Design concepts, briefly show you some UML, expose you to Design Patterns and discuss a couple of the more common patterns. Topics Object-Oriented Analysis and Design Object-Oriented Methodology Iteration Notation - UML An Object-Oriented Process Overview of UML Introduction to Patterns Types of Design Pattern Creational Patterns Structural Patterns Behavioral Patterns The JavaBean Pattern Properties Get and Set Methods The Abstract Factory Pattern The Adapter Pattern Object Adapters Class Adapters The State Pattern 5