Pratowski Home Page

Resources for your Educational Adventures


Home | Math | Comp Sci | Java | Electronics | Web & Apps | Music | News | Tutoring, etc.

Java Programming

This page will give you resources, sample code, and more.

Some sample code...
Most of these are text files with one complete example that you can copy and paste into your project:

java notes 1a (simplest class - main method that prints something)

java notes 1b (main method that uses variables)

java notes 1c (main method that calls another method)

java notes 2a (main method that makes a JFrame)

java notes 2b (constructor that makes a JFrame)

java notes 2c (constructor, JFrame, JLabel)

java notes 3a (constructor, JFrame, layout manager, 2 JLabels)

java notes 3b (JFrame, JLabel, JTextArea, JButton that changes a JLabel)

java notes 04 (ActionListener, etc - a few examples)

java notes 5a (paint on a JPanel - basic framework)

java notes 5b (MouseListener, paint on a JPanel - simple template)

java notes 06 (KeyListener output - two examples)

java notes 07 (loops and arrays)

java notes 08 (tabs)

java notes 09 (threads)

java notes 10 (play a sound clip)

java notes 11 (card layout)

java notes 12 (read a file)

java notes 13 (create a file)

java notes 14 (get and save web content)

java notes 15 (clickable image)

java notes 16 (applet template)

java notes 17 (Layered Panel Example)

java notes 18 (button array and layers)

java notes 19 (applet to draw line with mouse)

java notes 20 (card layout example)

java notes 21 (Time and Calendar)

More Resources

Java Programming Syllabus

Unit I Getting Started as a Programmer
1. Becoming a programmer (and knowing your resources)
2. Writing your first program using Eclipse
3. History of Java (and other programming languages)
4. Understanding how Java programs work

Unit II Learning the Basics of Java
5. Storing and changing information in a program (input and output)
6. Using strings, characters, and different variable types
7. Using conditional tests to make decisions
8. Repeating an action with loops

Unit III Understanding Objects and Object-Oriented Programming
9. Creating your first object (and learning what object-oriented means)
10. Describing what your object is like
11. Making the most of existing objects (and how to find existing code to use)
12. Seeing a window as an object (and using frames, etc.)

Unit IV Creating a User Interface
13. Extending the JFrame object
14. Putting objects in your window (text boxes, check boxes, buttons, etc.)
15. Responding to user input with Swing
16. Displaying output in your window

Unit V Moving Into Advanced Topics
17. Using Try and Catch (to handle errors)
18. Casting one variable type as another
19. Storing information with arrays
20. Multitasking with threads

Unit VI Improving the Look of Your Programs
21. Working with 2-D graphics and pictures
22. Creating animation
23. Drawing things
24. Working with 3-D graphics

Unit VII Creating Java Applets
25. Learning how applets work
26. Playing games with Java
27. Creating applet games for the web
28. Spicing up web pages with little applets

Unit VIII Writing More Complex Programs
29. Reading files, creating files, and writing to files
30. Playing sounds
31. Creating JAR files (Java stand-alone programs)
32. Creating Android apps and other projects

Home | Mathematics | Comp Sci | Java | Electronics | Music | News | Web & Apps | Tutoring, etc.

Web Site Author: Edward Pratowski (