Lewis and Clark Community College
Godfrey, Illinois

CIS 210 - Java Programming

(www.meinzeit.com/lccc)

Course Syllabus & Assignments

Instructor: John Meinzen   Spring 2017, Section N6
Effective Dates: 18Jan-10May2017
  N.O. Nelson Campus, Bldg N3, Rm 0106
Times: Wed, 7:00 - 9:30pm   Textbook: An Introduction to Problem Solving & Programming, 6th ed. by Savitch
Contact:

jmeinzen@lc.edu

jmeinzen@ecusd7.org

  Note: The textbook is NOT required for this course but can be used by students as a resource. Please refer to "Resources" tab at top for more online help.

Week

Assignment Information

Assignment & Due

Syllabus

1

18Jan

Program 1 Handout


Program 2 Assignment

Program 1 Assigned & Due

Program 2 Assigned

Class Organization & Policies

Sample Code: Program 2 - PetRock.java

Assignment: Program 2 - PetRock

  • Intro to Computer Architecture - bits, bytes, hertz, block diagram
  • Computer Science & Object Oriented Programming
  • Java Language & Standardized Formatting

2

25Jan

Program 3 Assignment

Program 2 Due

Program 3 Assigned

Sample Code: Program 3 - PetRockApplet.java

Assignment: Program 3 - PetRockApplet

Lecture - Rules of Three

  • Class Definition - variables/fields & methods
  • Application & Applets
  • Java Development Process & Programming
  • commenting - 3 types
  • imports, extends & implements

3

1Feb

Quiz 1
Program 4 Assignment

Program 3 Due

Program 4 Assigned

Lecture -Syntax: objects, Types, Identifiers, and variables

Sample Code: Program 4 - CyberPet.java

Sample Code: Program 4 -CyberPetOwner.java

Assignment: Program 4 - CyberPet & CyberPetOwner

UML Diagram: Program 4 - CyberPet (if needed)

4

8Feb

In-class practice: JavaBeans (accessor & mutator methods)

Program 4 Due

Lecture - Syntax: Operators

Handout: JavaBeans (accessor & mutator methods)

Handout: terms, concepts & program walkthrough of PetRockApplet.java

  • Defining Classes
  • Using a Class (object instantiation)

5

15Feb

In-class practice: Introduction to SwingTemplate (Graphics & GUI)

Program 5 Assignment

UML Diagrams

Program 5 Assigned

Sample Code: SwingTemplate.java for Graphical Applications

Assignment: Program 5 - CyberPet using Swing Template

  • User Interfaces - UIManagers, ActionListeners
  • Graphical Elements - JFrame, JPanel, Layout Managers, Buttons, TextFields, Labels, Menus, ImageIcons
  • Files - gif, jpeg

Summary of Terminology & Introduction to Graphical User Interfaces using SwingTemplate

6

22Feb

 

Program 5 Due

Lecture -Syntax: Execution Control

7

1Mar

Program 6 Assignment

Test 1

Program 6 Assigned

Lecture - Syntax: Loops

Intro to playing cards and card games

Intro to using BlueJ for testing of objects (if available)

Assignment: Program 6 - Card class

  • variables - fields & locals
  • constructors
  • methods - parameters, return values, accessors & mutators
  • testing

8

8Mar

 

Program 7 Assignment

Quiz 2

Program 6 Due

Program 7 Assigned

Assignment: Program 7 - Deck class

  • declare & instantiate a Deck as an array of Cards
  • constructing a Deck()
  • accessing an element of an array

Handout: Java Definitions, Concepts and Logic as part of Quiz 3 & Test 2

15Mar - Spring Break

9

22Mar

Quiz 3 over Definitions and Java Programming Logic

Program 8 Assignment

Program 7 Due

Program 8 Assigned

Demonstration of Object Interactions - Intro to HighCard Application

Assignment: Program 8 - HighCard Application based on SwingTemplate

  • graphical components - JTextField, JButton, JLabels, ImageIcons
  • Events & User Interactions - ActionListener

10

29Mar

Handout: UML Worksheet

Test 2

Program 8 Due

Sample Code: Program 6 - Card.java

Handout: Test 3 Worksheet

  • Deck Class:
    1. shuffling a deck
    2. sorting a deck using a Bubble Sort algorithm

11

5Apr


Program 9 Assignment

Program 9 Assigned

Assignment: Program 9 - TenCard Application based on SwingTemplate

  • Object Interactions - Deck, Cards, Buttons, ImageIcons
  • Arrays

12

12Apr

Program 10 Assignment

Test 3

Program 9 Due

Program 10 Assigned

Assignment: Program 10 - Player class

  • array of 5 cards using Deck class as a model
  • mutator & accessor methods
  • sorting methods

HANDOUT: Test 4 Expectations & Study Guide

13

19Apr


Program 11 Assignment

Program 11 Assigned

Assignment: Program 11 - Poker Game Intro

  • Program 10: Player class
    1. logic: poker hand manipulations & calculations

14

26Apr

 

Test 4

 

Testing of complex object interactions between the User, PokerGame, Players, Decks, & Cards

15

3May

 

Final Exam

Program 10 Due

Program 11 Due

Testing of complex object interactions between the User, PokerGame, Players, Decks, & Cards

 

16

10May

Makeup Day for any snow day cancellations

 

Survey / Feeback form 

www.lc.edu

Revision Date: January, 2017