Java Programming Language (SL-275 SE6) Module Outline
Module 1 – Getting Started
• Describe key concepts of the 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
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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 and 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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