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In order to write this or any other Java program of substance, you will need to know how to use the Java Platform, Standard Edition API Specification as well as the documentation for the Guzdial-Ericson Multimedia Class Library .

You may find other useful hints in my online tutorials and slides for this course as well as in the YouTube video lectures for this course.

Testing Your Programs

You can compile and execute your program by following the instructions given at Java OOP: The Guzdial-Ericson Multimedia Class Library .

Program Specifications

Program 1

Discussion

The following is a non-exhaustive list of concepts that you need to understand along with knowledge and skills that youneed to possess in order to successfully write this program and/or understand the given solution in Prob01.java . Some of these items are general in nature and some are specific to the use of Ericson's multimedialibrary.

  • How to design and implement an algorithm that will transform Prob01.jpg into the image shown in Figure 1 .
  • How to incorporate and use an external class library in addition to the standard Java class library.
  • The general syntax for a Java application (not a Java applet).
  • How to write , compile, and execute a Java application that uses the Guzdial-Ericson Multimedia Class Library.
  • How to use the standard print and println methods of the System class to display text on the command-line screen.
  • The effect of overridden versions of the toString method on the print and println methods
  • Knowledge of the need for and use of import directives .
  • How to define and instantiate an object of a new class named Prob01Runner .
  • Knowledge of the difference between local variables and instance variables .
  • How to declare local reference variables of a given type.
  • How to save the Prob01Runner object's reference in a reference variable of type Prob01Runner named obj .
  • How to call the run method, (which controls the major behavior of the program) , on the Prob01Runner object's reference.
  • How to use private , public , protected , and package-private access modifiers.
  • How to declare and use reference variables versus primitive variables .
  • How to select the appropriate overloaded constructors in order to i nstantiate objects of Ericson's World , Turtle , and Picture classes.
  • How to define a constructor for a class.
  • How to write accessor methods in your new class definition that return references to Turtle and World objects.
  • How and why to call accessor methods on objects.
  • How to instantiate anonymous objects .
  • How to replace the default white Picture object encapsulated in a World object with a new and different Picture object encapsulating the contents of a local image file.
  • How to call a method on a Picture object to write text onto the Picture object.
  • How to call a variety of methods on objects of the Turtle class to cause the Turtle objects in your world to do things, such as move forward, change their colors, etc.
  • How pictures are composed of images.
  • How images are composed of pixels.
  • How pixels are composed of red, green, and blue color values.
  • How objects can be used to represent pictures, images, and pixels.
  • How methods can be called on those objects to manipulate the red, green, and blue color values.

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Source:  OpenStax, Object-oriented programming (oop) with java. OpenStax CNX. Jun 29, 2016 Download for free at https://legacy.cnx.org/content/col11441/1.201
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