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CSS-108 - Chapter Objectives

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CSS-108 - Chapter Objectives

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Week Chapter Objective Core

To describe objects and classes, and use classes to model objects


x
(§9.2).
To use UML graphical notation to describe classes and objects
x
(§9.2).
To demonstrate how to define classes and create objects (§9.3). x
To create objects using constructors (§9.4). x
Chapter 9. Objects and Classes

To access objects via object reference variables (§9.5). x


To define a reference variable using a reference type (§9.5.1). x
To access an object’s data and methods using the object member
x
access operator
To define (.) (§9.5.2).
data fields of reference types and assign default values
x
for an object’s data fields
To distinguish between object (§9.5.3).
reference variables and primitive data
x
1 type variables (§9.5.4).
To use the Java library classes Date, Random, and Point2D (§9.6).
To distinguish between instance and static variables and methods
x
(§9.7).
To define private data fields with appropriate getter and setter
x
methods (§9.8).
To encapsulate
To develop data with
methods fieldsobject
to make classes and
arguments easydifferentiate
to maintain (§9.9). x
between primitive-type arguments and object-type arguments x
(§9.10).
To store and process objects in arrays (§9.11). x
To create immutable objects from immutable classes to protect the
contents
To of objects
determine (§9.12).
the scope of variables in the context of a class
x
(§9.13).
To use the keyword this to refer to the calling object itself (§9.14). x
Chapter 10. Object-Oriented

To apply class abstraction to develop software (§10.2). x


To explore the differences between the procedural paradigm and
x
object-oriented paradigm (§10.3).
To discover the relationships between classes (§10.4). x
To design programs using the object-oriented paradigm (§§10.5–
Thinking

To create objects for primitive values using the wrapper classes


10.6).
1 (Byte, Short, Integer, Long, Float, Double, Character, and Boolean)
To simplify programming using automatic conversion between
(§10.7).
x
primitive
To use thetypes and wrapper
BigInteger class typesclasses
and BigDecimal (§10.8).for computing very
x
large numbers with arbitrary precisions (§10.9).
To use the String class to process immutable strings (§10.10).
To use the StringBuilder and StringBuffer classes to process
mutable
To define strings (§10.11).
a subclass from a superclass through inheritance
x
(§11.2).
To invoke the superclass’s constructors and methods using the
x
super keyword (§11.3).
To override instance methods in the subclass (§11.4). x
Chapter 11. Inheritance and

To distinguish differences between overriding and overloading


x
(§11.5).
To explore the toString() method in the Object class (§11.6). x
Polymorphism

To discover polymorphism and dynamic binding (§§11.7–11.8). x


To describe casting and explain why explicit downcasting is
2 necessary (§11.9).
x
To explore the equals method in the Object class (§11.10). x
To store, retrieve, and manipulate objects in an ArrayList (§11.11). x
To construct an array list from an array, to sort and shuffle a list,
and to obtain max and min element from a list (§11.12).
To implement a Stack class using ArrayList (§11.13).
To enable data and methods in a superclass accessible from
x
subclasses usingextending
To prevent class the protectedand visibility
method modifier
overriding(§11.14).
using the final
modifier (§11.15).
To get an overview of exceptions and exception handling (§12.2). x
To explore the advantages of using exception handling (§12.2). x
To distinguish exception types: Error (fatal) vs. Exception (nonfatal)
and checked vs. unchecked (§12.3).
To declare exceptions in a method header (§12.4.1). x
Chapter 12. Exception Handling and Text I/O

To throw exceptions in a method (§12.4.2). x


To write a try-catch block to handle exceptions (§12.4.3). x
To explain how an exception is propagated (§12.4.3). x
To obtain information from an exception object (§12.4.4). x
To develop applications with exception handling (§12.4.5). x
To use the finally clause in a try-catch block (§12.5). x
To use exceptions only for unexpected errors (§12.6). x
3 To rethrow exceptions in a catch block (§12.7).
To create chained exceptions (§12.8).
To define custom exception classes (§12.9). x
To discover file/directory properties, to delete and rename files/
x
directories, and to create directories using the File class (§12.10).
To write data to a file using the PrintWriter class (§12.11.1). x
To use try-with-resources to ensure that the resources are closed
automatically (§12.11.2).
To read data from a file using the Scanner class (§12.11.3). x
To understand how data is read using a Scanner (§12.11.4). x
To develop a program that replaces text in a file (§12.11.5).
To read data from the Web (§12.12).
To develop a Web crawler (§12.13).
To design and use abstract classes (§13.2). x
Chapter 13. Abstract Classes

To generalize numeric wrapper classes, BigInteger, and


BigDecimal
To process ausing the abstract
calendar using theNumber
Calendarclass
and(§13.3).
GregorianCalendar
classes (§13.4).
and Interfaces

To specify common behavior for objects using interfaces (§13.5). x


To define interfaces and define classes that implement interfaces
x
4 (§13.5).
To define a natural order using the Comparable interface (§13.6). x
To make objects cloneable using the Cloneable interface (§13.7).
To explore the similarities and differences among concrete
x
classes, abstract classes, and interfaces (§13.8).
x
To design classes that follow the class-design guidelines (§13.10).
To distinguish between JavaFX, Swing, and AWT (§14.2).
To write a simple JavaFX program and understand the relationship
x
Chapter 14. JavaFX Basics

among stages,
To create scenes, and
user interfaces nodes
using (§14.3).
panes, UI controls, and shapes
x
(§14.4).
To update property values automatically through property binding
x
(§14.5).
To use the common properties style and rotate for nodes (§14.6).
5 To create colors using the Color class (§14.7).
To create fonts using the Font class (§14.8).
To create images using the Image class and to create image views
using the ImageView
To layout nodes usingclass
Pane,(§14.9).
StackPane, FlowPane, GridPane,
x
BorderPane, HBox, and VBox (§14.10).
5

Chapter 14. Jav


To display text using the Text class and create shapes using Line,
x
Circle, Rectangle,
To develop Ellipse,
the reusable GUIArc, Polygon,
component and Polyline
ClockPane (§14.11).
for displaying
an analog clock (§14.12).
To get a taste of event-driven programming (§15.1).
Programming and Animations To describe events, event sources, and event classes (§15.2). x
To define handler classes, register handler objects with the source
Chapter 15. Event-Driven

x
object, and write the code to handle events (§15.3).
To define handler classes using inner classes (§15.4). x
To define handler classes using anonymous inner classes
x
(§15.5).
To simplify event handling using lambda expressions (§15.6). x
6 To develop a GUI application for a loan calculator (§15.7).
To write programs to deal with MouseEvents (§15.8). x
To write programs to deal with KeyEvents (§15.9). x
To create listeners for processing a value change in an observable
object
To use (§15.10).
the Animation, PathTransition, FadeTransition, and
Timeline classes to develop animations (§15.11).
To develop an animation for simulating a bouncing ball (§15.12).
To create graphical user interfaces with various user-interface
controls
To create(§§16.2–16.11).
a label with text and graphic using the Label class and
To create a button in
with x
explore properties thetext and graphic
abstract Labeledusing the(§16.2).
class Button class and
Chapter 16. JavaFX UI Controls &

set a handler using the setOnAction method in the abstract x


ButtonBase classbox
To create a check (§16.3).
using the CheckBox class (§16.4). x
To create a radio button using the RadioButton class and group
x
radio buttons
To enter data using
using athe
ToggleGroup (§16.5).
TextField class and password using the
x
Multimedia

PasswordField class (§16.6).


To enter data in multiple lines using the TextArea class (§16.7). x
7 To select a single item using ComboBox (§16.8). x
To select a single or multiple items using ListView (§16.9). x
To select a range of values using ScrollBar (§16.10). x
To select a range of values using Slider and explore differences
x
between ScrollBar and Slider (§16.11).
To develop a tic-tac-toe game (§16.12).
To view and play video and audio using the Media, MediaPlayer,
and MediaView
To develop (§16.13).
a case study for showing the national flag and playing
anthem (§16.14).
To discover how I/O is processed in Java (§17.2). x
To distinguish between text I/O and binary I/O (§17.3). x
To read and write bytes using FileInputStream and
Chapter 17. Binary I/O

x
FileOutputStream
To filter data using(§17.4.1).
the base classes FilterInputStream and
x
FilterOutputStream
To (§17.4.2).
read and write primitive values and strings using
x
DataInputStream
To and DataOutputStream
improve I/O performance (§17.4.3).
by using BufferedInputStream and
8 BufferedOutputStream (§17.4.4).
To write a program that copies a file (§17.5).
To store and restore objects using ObjectOutputStream and
x
ObjectInputStream (§17.6). interface to make objects serializable
To implement the Serializable
x
(§17.6.1).
To serialize arrays (§17.6.2).
To read and write files using the RandomAccessFile class (§17.7).
To describe the benefits of generics (§19.2). x
To use generic classes and interfaces (§19.2). x
ter 19. Generics

9
Chapter 19. Generics
To define generic classes and interfaces (§19.3). x
To explain why generic types can improve reliability and readability
(§19.3).
To define and use generic methods and bounded generic types
x
9 (§19.4).
To develop a generic sort method to sort an array of Comparable
x
objects (§19.5).
To use raw types for backward compatibility (§19.6).
To explain why wildcard generic types are necessary (§19.7).
To describe generic type erasure and list certain restrictions and
limitations on generic types caused by type erasure (§19.8).
To design and implement generic matrix classes (§19.9).

To explore the relationship between interfaces and classes in the


Chapter 21. Sets and Chapter 20. Lists, Stacks, Queues,

x
Java
To use Collections
the common Framework
methodshierarchy
defined in(§20.2).
the Collection interface for
x
operating collections (§20.2).
To use the Iterator interface to traverse the elements in a collection
x
and Priority Queues

(§20.3).
To use a foreach loop to traverse the elements in a collection
(§20.3).
To explore how and when to use ArrayList or LinkedList to store a
x
list compare
To of elements (§20.4).using the Comparable interface and the
elements
10 To use the static
Comparator interface utility(§20.5).
methods in the Collections class for sorting, x
searching, shuffling lists, and finding the largest and smallest
To develop
element a multiple bouncing
in collections (§20.6). balls application using ArrayList
(§20.7).
To distinguish between Vector and ArrayList and to use the Stack
To
classexplore the relationships
for creating among Collection, Queue, LinkedList,
stacks (§20.8).
and PriorityQueue and to create priority queues using the
PriorityQueue
To use stacks class (§20.9).
to write a program to evaluate expressions (§20.10).
To store unordered, nonduplicate elements using a set (§21.2). x
To explore how and when to use HashSet (§21.2.1), LinkedHashSet
x
(§21.2.2), or TreeSet (§21.2.3) to store a set of elements.
To compare the performance of sets and lists (§21.3).
Maps

To use sets to develop a program that counts the keywords in a


11 To
Java tellsource
the differences
file (§21.4).between Collection and Map and describe
when and how to use HashMap, LinkedHashMap, or TreeMap to x
To
storeuse mapsassociated
values to develop witha program that counts the occurrence of
keys (§21.5).
To
the obtain
words singleton sets, lists, and maps, and unmodifiable sets,
in a text (§21.6).
lists, and maps, using the static methods in the Collections class
To design common features of lists in an interface and provide
(§21.7).
Priority Queues

x
Implementing
Lists, Stacks,
Queues, and

skeleton implementation in a convenience abstract class (§24.2).


Chapter 24.

To design and implement an array list using an array (§24.3). x


To design and implement a linked list using a linked structure
12 (§24.4).
To design and implement a stack class using an array list and a
x
x
queue class using a linked list (§24.5).
To design and implement a priority queue using a heap (§24.6). x
To get an overview of multithreading (§30.2). x
To develop task classes by implementing the Runnable interface
x
(§30.3).
Chapter 30. Multithreading & Parallel

To create threads to run tasks using the Thread class (§30.3). x


To control threads using the methods in the Thread class (§30.4). x
To control animations using threads and use Platform.runLater to
x
run the code in the application thread (§30.5).
To execute tasks in a thread pool (§30.6).
Programming

To use synchronized methods or blocks to synchronize threads to


x
avoid race conditions (§30.7).
13 To synchronize threads using locks (§30.8).
To facilitate thread communications using conditions on locks
(§§30.9 and 30.10).
Chapter 30. Multithreading
Programming
13
To use blocking queues (ArrayBlockingQueue,
LinkedBlockingQueue, PriorityBlockingQueue) to synchronize
To restrict
access to athe number
queue of concurrent tasks that access a shared
(§30.11).
resource
To use theusing semaphores (§30.12).
resource-ordering technique to avoid deadlocks
x
(§30.13).
To describe the life cycle of a thread (§30.14). x
To create synchronized collections using the static methods in the
Collections
To develop class (§30.15).
parallel programs using the Fork/Join Framework
To explain terms: TCP, IP, domain name, domain name server,
(§30.16).
stream- based communications, and packet-based communications x
Chapter 31. Networking

To create servers using server sockets (§31.2.1) and clients using


(§31.2). x
client sockets (§31.2.2).
To implement Java networking programs using stream sockets
x
(§31.2.3).
To develop an example of a client/server application (§31.2.4). x
14 To obtain Internet addresses using the InetAddress class (§31.3).
To develop servers for multiple clients (§31.4).
To send and receive objects on a network (§31.5).
To develop an interactive tic-tac-toe game played on the Internet
(§31.6).
Review

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