Module: Introduction to GUI programming

Basics of Graphical User Interfaces (GUI)s.

Dates: Sat, Mar 23 - Sat, Apr 6

Learning Outcomes

Learn how to take a problem, figure out the algorithm to solve it, then write the code

The student will:

Understand the basics of Graphical User Interface programming

The student will:

Understand Object-Oriented Programming in Java

The student will:

Readings

Text: Ch. 6.1 - 6.2, Introduction to GUI Programming

The Basic GUI Application

SC: Ch. 6.1 - 6.2

The Basic GUI Application

Text: Ch. 6.3 - 6.4, Introduction to GUI Programming

Events, Timers, and State Machines

SC: Ch. 6.3 - 6.4

Events and Timers

Text: Ch. 6.5 - 6.6, Introduction to GUI Programming

Basic Components and Layout

SC: Ch. 6.5 - 6.6

Basic Components and Layout

Text: Ch. 6.7, Introduction to GUI Programming

Menus and Dialogs

SC: Ch. 6.7

Menus and Dialogs

Experiential Learning

Practice: Graphics Class

Practicing drawing using Graphics class.

Practice: Object Oriented Design

Practice creating compound objects.

H09: Graphical Pair of Dice

Write a program that shows a pair of dice.

Practice: TwoDicePigPanel

Create a TwoDicePigPanel class.

H10: Graphical Two Dice Pig

Write a graphical program that plays Two Dice Pig.