In this course, the students will learn to:
- Use graphics interfaces, write Web browser applets and create their own games using the principles of OOP using user defined objects, encapsulation of data, libraries and shared objects.
- Apply a program development cycle to practical problems in consumer mathematics, algebra and geometry. This will include defining the problem, planning a solution, carrying out the plan, debugging the program, and providing program documentation.
- Demonstrate the use of classes, constructors and methods and as integral parts of OOP programming and make extensive use of graphical user interfaces – windows, buttons, scrollbars etc.
- Use the graphics system commands supplied in the Java JDK and accessed from within the programs to a generate Graphical User Interface (GUI) that include images, buttons, text fields and labels.
- Recognize the difference between assignment statements, branching statements and iterative statements and know how and when they are used.
- Combine sequence, selection, repetition, and graphics classes together to solve a substantial problem.
- Learn and utilize several interfaces in communicating with the computer program. Learn to translate the raw input data into usable native types and display the output data in a clear and appropriate manor.
- Learn to write and call methods that create and return objects.