Nerdsholm Nerdiversity Presents:
By Way of Java
Instructor: T. BoutellAll programs and transcripts Copyright 1996, 1997 by Thomas Boutell and Boutell.Com, Inc. Unauthorized redistribution of these transcripts is not permitted. Reasonable use of the source code as a learning tool and/or starting point for java programming is permitted.
Note: To learn as much as possible from the class transcripts, you will need a Java development tool on your computer. You can get one for free by visiting www.javasoft.com in order to download Sun's "Java Development Kit." Several other companies, including Microsoft and Symantec, offer user-friendly commercial tools. The class transcripts assume you have already downloaded and installed the Java Development Kit.
|10/24/96||Packages, methods, 'new'||Adding Machine|
|11/7/96||Events, action(), subclasses|
|11/14/96||Casting, class 'Object'||Calculator|
|11/21/96||Exceptions, threads, graphics||Sine Wave One and Two|
|12/5/96||Threads, 'synchronized', arrays||LightBeam Game|
|12/12/96||GridBagLayout, interfaces||Pretty Calculator|
|1/2/97||Sockets, I/O, 'Frame'||Talk Client/Server|
|1/9/97||Apps versus applets|
|1/16/97||Scrollbars, properties||Map Applet|
|1/30/97 (Final)||Passing arrays, switch, wrapup|
The AssignmentsAssignment #1: turn the calculator example applet into a complete four-function calculator.
Assignment #2: add or change something about the sine wave applet, recompile it, and verify that it works.
Assignment #3: Let the user place and remove markers from the game map, using the mouse. The marker, which can be drawn in any manner you like using the Graphics class, should be drawn on top of the terrain for that particular cell. Extra: turn it into a game. The more the better.