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OL310: Programming in Java, Part 2 - Graphics, GUI, Applets, and Basic Networking
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Description:
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Building on the Java coding basics that you learned in
OL309 - Programming in Java, Part 1, this
course teaches you how to use the Java 2 API to build applications with
graphical user interfaces.
In a step-by-step approach, you will build a graphical
application during this course, gaining hands-on experience using the API
and applying concepts needed for building graphical user interfaces.
You will also learn how to create
an applet and will implement the GUI application that you built as
an applet.
Finally, you'll be introduced to networking in Java,
a feature that is relevant to client-side applications.
This course is composed of
comprehensive
lectures, practical project illustrations, and independent programming
sessions.
Multi-tiered,
hands-on exercises are incorporated into each lesson.
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Objectives:
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At the end of this course, participants will be
able to:
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Develop graphic and GUI components using
Swing.
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Use the features supported in Java for
2-D graphics.
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Use Java for client-side applets.
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Develop networking and communication
applications.
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Audience:
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Programmers with some Java programming experience who would like to
explore the potential of Java language for designing GUIs
and other graphical applications.
Duration: 2 days
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Prerequisites:
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Participants should have taken OL309,
Programming in Java, Part 1, or have equivalent Java programming
experience and understanding of object-oriented concepts.
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Outline of Contents:
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Unit 1: JFC, Swing, and the AWT
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Learn the relationship between Java Foundation
Classes (JFC), the Abstract Windowing Toolkit (AWT) and Swing GUI
components.
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Identify the elements of a Swing program.
Unit 2: Graphical
User Interfaces
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Understand the concept of event driven
programming.
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Learn the steps for constructing a graphical user interface in Java.
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Develop a simple graphics applications.
Unit 3: Simple Graphics
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Use the Graphics class and the
paintComponent method to draw lines, shapes and text on a
panel.
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Render a stored image on a panel.
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Create an icon using a stored image.
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Unit 4: Event Handling
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Learn the concepts of Events and Event Handling.
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Outline the construction of Event Handlers in Java.
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Apply event handling in a Java application.
Unit 5: Java Applets
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Learn the features of an applet, its major methods and its execution life cycle.
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Learn how to pass parameters to an applet using HTML.
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Implement and execute an applet.
Unit 6: Networking
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Study the concepts behind networking applications.
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Learn how to implement a networked application using Java.
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