EE3206 Java Programming & Applications

Part I

Course Duration:
One Semester (13 weeks)
Credit Units:
3
Level:
B3
Medium of Instruction:
English
Prerequisites:
CS2363 Computer Programming or CS2311 Computer Programming or Equivalent
Precursors:
Nil
Equivalent Course:
EE2311 Object-oriented Programming and Design
Equivalent to the Old Course: Nil
Exclusive Courses:
Nil


Part II


Course Aims:

Th
e aim of this course is to provide students with an understanding of the concepts and techniques of object-oriented design and programming. Java, a prime object-oriented programming language, is used to illustrate this programming paradigm.

Course Intended Learning Outcomes (CILOs)

Upon successful completion of this course, students should be able to:

No.

CILOs

1.

Identify problems and apply object-oriented programming paradigm to system designs.

2.

Recognize common design patterns and UML notations used in object-oriented applications.

3.

Implement basic I/O operation to connect or communicate with other media or processes.

4.

Implement event-driven graphical user interface to interact with users.


Teaching and Learning Activities (TLAs)

(Indicative of likely activities and tasks designed to facilitate students’ achievement of the CILOs. Final details will be provided to students in their first week of attendance in this course)

CILO 1-4

Teaching activities are primarily based on lectures followed by simple examples to show students the basic skills.

More practical problems are then studied during tutorials in a small class setting that promotes discussions. The tutorial problems are typically related to the contents of the last lecture.

Students may form a small group or individually carry out a mini-project that goes through different phases of software development. Students will have chances to review the design from peers and therefore reinforce their learning.

Extra readings are provided for self-study and reference. The readings are generally related to lectured topics and allow students to pursue more details as well as bridge the conceptual gap between theories and applications.

Timetabling Information

Pattern

Hours

Lecture:

26

Tutorials:

13

Laboratory:

0

Other activities:

0


Assessment Tasks/Activities

(Indicative of likely activities and tasks designed to assess how well the students achieve the CILOs. Final details will be provided to students in their first week of attendance in this course)

 

Type of assessment tasks

Weighting
(if applicable)

Continuous Assessment

Mini-projects, In-class tutorial exercises, Tests

50%

Examination

Written exam

50%    2 hours


Remarks:
To pass the course, students are required to achieve at least 35% in course work and 35% in the examination.

Grading of Student Achievement:

Letter Grade

Grade Point

Grade Definitions

A+
A
A-

4.3
4.0
3.7

Excellent

B+
B
B-

3.3
3.0
2.7

Good

C+
C
C-

2.3
2.0
1.7

Adequate

D

1.0

Marginal

F

0.0

Failure

Constructive Alignment with Programme Outcomes

PILO

How the course contribute to the specific PILO(s)

1,3,5,10

This course provides essential knowledge and techniques for designing and implementing software systems. Students have ample opportunities to practice these skills with modern software development tools. A system design project will be carried out by students. They are required to identify their goals, analyze some practical problems as well as develop their own solutions.


Part III

Keyword Syllabus:

Object-oriented principles and design

O
bjects and classes; information hiding; encapsulation; data abstraction; inheritance and polymorphism; discovering class relationships; unified modeling language (UML) and diagrams; design patterns; software development process.

Java programming

Java technologies and platform; basic Java syntax;
classes and methods; class definition and packages; method overloading and overriding; superclasses and subclasses; dynamic binding and generic programming; abstract classes and interfaces; binary and text I/O; exceptions and assertions; data structures and collections.

GUI programming

Graphical user interface components; frame and layout management; event-driven programming; applets and multimedia.

Last Updated on: 17Apr 2012

Related Links
Department of Electronic Engineering