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Course Overview - The Java Programming Language course provides students with information about the syntax of the Java programming language
- object-oriented programming with the Java programming language
- creating graphical user interfaces (GUIs), exceptions, file input/output (I/O), and threads
- and networking. Programmers familiar with object-oriented concepts can learn how to develop Java technology applications. The course uses the Java 2 Software Development Kit, Standard Edition (J2SE SDK), version 5.0.
The students perform the course lab exercises using the NetBeans Integrated Development Environment (IDE). Skills Gained - Create Java technology applications that leverage the object-oriented features of the Java language, such as encapsulation, inheritance, and polymorphism
- Execute and run a Java technology application from the command line
- Use Java technology data types and expressions
- Use Java technology flow control constructs
- Use arrays and other data collections
- Implement error-handling techniques using exception handling
- Create event-driven graphical user interface (GUI) using Java technology GUI components: panels, buttons, labels, text fields, and text areas
- Implement input/output (I/O) functionality to read from and write to data and text files.
- Create multithreaded programs
- Create a simple Transmission Control Protocol/Internet Protocol (TCP/IP) networked client that communicates through sockets
Prerequisistes To succeed fully in this course, students should be able to: - Understand object-oriented principles
- Create and edit text files using a text editor
- Create or compile simple programs in a language, such as C or C++, or have completed the SL-110: Fundamentals of the Java Programming Language course and have created and compiled simple Java programs
Course Outline Module 1 - Getting Started - Describe the key features of Java technology
- Write, compile, and run a simple Java technology application
- Describe the function of the Java Virtual Machine (JVM)
- NOTE: The terms "Java Virtual Machine" and "JVM" mean a Virtual Machine for the Java platform.
- Define garbage collection
- List the three tasks performed by the Java platform that handle code security
Module 2 - Object-Oriented Programming - Define modeling concepts: abstraction, encapsulation, and packages
- Discuss why you can reuse Java technology application code
- Define class, member, attribute, method, constructor, and package
- Use the access modifiers private and public as appropriate for the guidelines of encapsulation
- Invoke a method on a particular object
- Use the Java technology application programming interface (API) online documentation
Module 3 - Identifiers, Keywords, and Types - Use comments in a source program
- Distinguish between valid and invalid identifiers
- Recognize Java technology keywords
- List the eight primitive types
- Define literal values for numeric and textual types
- Define the terms primitive variable and reference variable
- Declare variables of class type
- Construct an object using new
- Describe default initialization
- Describe the significance of a reference variable
- State the consequence of assigning variables of class type
Module 4 - Expressions and Flow Control - Distinguish between instance and local variables
- Describe how to initialize instance variables
- Identify and correct a Possible reference before assignment compiler error
- Recognize, describe, and use Java software operators
- Distinguish between legal and illegal assignments of primitive types
- Identify Boolean expressions and their requirements in control constructs
- Recognize assignment compatibility and required casts in fundamental types
- Use if, switch, for, while, and do constructions and the labeled forms of break and continue as flow control structures in a program
Module 5 - Arrays - Declare and create arrays of primitive, class, or array types
- Explain why elements of an array are initialized
- Explain how to initialize the elements of an array
- Determine the number of elements in an array
- Create a multidimensional array
- Write code to copy array values from one array to another
Module 6 - Class Design - Define inheritance, polymorphism, overloading, overriding, and virtual method invocation
- Use the access modifiers protected and the default (package-friendly)
- Describe the concepts of constructor and method overloading
- Describe the complete object construction and initialization operation
Module 7 - Advanced Class Features - Create static variables, methods, and initializers
- Create final classes, methods, and variables
- Create and use enumerated types
- Use the static import statement
- Create abstract classes and methods
- Create and use an interface
Module 8 - Exceptions and Assertions - Define exceptions
- Use try, catch, and finally statements
- Describe exception categories
- Identify common exceptions
- Develop programs to handle your own exceptions
- Use assertions
- Distinguish appropriate and inappropriate uses of assertions
- Enable assertions at runtime
Module 9 - Text-Based Applications - Write a program that uses command-line arguments and system properties
- Write a program that reads from standard input
- Describe the C-type formatted input and output
- Write a program that can create, read, and write files
- Describe the basic hierarchy of collections in Java 2 Software Development Kit (Java 2 SDK)
- Write a program to iterate over a collection
- Write a program that uses generic collections
Module 10 - Building Java GUIs - Describe the Abstract Windowing Toolkit (AWT) package and its components
- Define the terms containers, components, and layout managers, and describe how they work together to build a GUI
- Use layout managers
- Use the FlowLayout, BorderLayout, and GridLayout managers to achieve a desired dynamic layout
- Add components to a container
- Use the Frame and Panel containers appropriately
- Describe how complex layouts with nested containers work
Module 11 - GUI Event Handling - Define events and event handling
- Write code to handle events that occur in a GUI
- Describe the concept of adapter classes, including how and when to use them
- Determine the user action that originated the event from the event object details
- Identify the appropriate listener interface for a variety of event types
- Create the appropriate event handler methods for a variety of event types
- Understand the use of inner classes and anonymous classes in event handling
Module 12 - GUI-Based Applications - Identify the key AWT components and the events that they trigger
- Describe how to construct a menu bar, menu, and menu items in a Java GUI
- Understand how to change the color and font of a component
Module 13 - Threads - Define a thread
- Create separate threads in a Java technology program, controlling the code and data that are used by that thread
- Control the execution of a thread and write platform-independent code with threads
- Describe the difficulties that might arise when multiple threads share data
- Use wait and notify to communicate between threads
- Use synchronized to protect data from corruption
Module 14 - Advanced I/O Streams - Describe the main features of the java.io package
- Construct node and processing streams, and use them appropriately
- Distinguish readers and writers from streams, and select appropriately between them
Module 15 - Networking - Develop code to set up the network connection
- Understand the Transmission Control Protocol/Internet Protocol (TCP/IP)
- Use ServerSocket and Socket classes for implementation of TCP/IP clients and servers
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