Programming assignment:
The purpose of this assignment is to introduce you to beginning
Java programming concepts and to get you to
learn how to edit, compile, and print Java source
code files, and to learn how to print the output
of your Java applications and applets.
Write a Java application, using the class style, similar to the HelloWorldApp.java in the tutorial that will print your name and two lines of information about yourself. Write a Java applet, using the class style, similar to the HelloWorld.java applet in the tutorial that will print your name and two lines of information about yourself on one of your web pages.
Hand in:
Programming assignment:
The purpose of this program is to give you an opportunity to practice loops and branching statements.
Write both an application and an applet that prints out a random number of interesting URLs , chosen randomly from a list of 6 - 10.
Hand in:
Hardcopy of both the applet and the application.
Hardcopy of 3 runs of your application.
Programming assignment:
The purpose of this program is to give you a chance to look at other people's
java code and see how they organize their classes, and also to give you some ideas
about possible projects you might want to do for the class.
Hand in:
the annotated
hardcopy of your applet code with the URL of the original applet
and the URL of your modified applet.
Programming assignment:
The purpose of this program is to give you an opportunity to practice
using inheritance, polymorphism, abstraction, and encapsulation.
Add another subclass to the CourseCircle class . Include at least 2 constructors for your new class and access functions for the new data. Write a Java application that creates at least one instance of each class (mine and yours) and uses access methods to print out the values of the variables. Write a Java applet that draws at least one object from each of the classes - mine and yours.
Think about what you want to do for your project. (You can have 1 partner.)
Hand in:
hardcopy of your new subclass, your application, your applet
and output from your application.
Assignment:
The purpose of the first part of this assignment is to help you get a feel
for how applets run in
a browser and to help you understand the purpose for each of the
applet methods. The purpose of the second part is to have you develop the
first draft of your project design.
Use the form handed out in class to make a list of all the things you can do to an applet while it is running, e.g., move to a different page, scroll the page, etc, and tell which methods are called for each thing you do. Use the ExtendedSimple applet to find out which methods are called.
Decide on a project to work on for the rest of the class. It can be anything you want, but it must
Prepare a program header for your project and a rough sketch of the graphical user interface (GUI).
Hand in:
The form describing the
things you tried while running the ExtendedSimple applet and
which methods were called for each.
The program header describing your project and the GUI sketch.
Programming assignment:
Start your project by adding the components you will need.
The components must show up, but they don't have to do anything.
Hand in: Hardcopy of your project and output if it is an application.
Programming assignment:
Add event handling to your project.
Hand in: Hardcopy of your project and output if it is an application.
Hand in:
Hardcopy of your project and output if it is an application.
Programming assignment:
Add animation, sound, and images to your project.
Hand in:
Hardcopy of your project and output if it is an application.
Programming assignment:
Grade a class mate's program.
Program - 50 points for having everything required:
(-5 each thing that is missing from the code, -1 each stupid line of code)
Hand in:
The other person's program with your name and the grade you gave them on it.
Programming assignment:
Work on your project.
Last Updated by S.L Bartlett : Sunday, November 16, 1997, at 10:22:10 EST