The Course Map shows that the website
offers a tremendous amount of material that is probably too large
to cover in a single term course. Students enrolled in the A1418(undergraduate)
or 5A5448 (graduate) classes at KTH come with diverse backgrounds
that range from little or no previous programming experience to
those with extensive training in C/C++ or other languages.
At a minimum, all students in these two courses should obtain the
skills to do basic level programming in Java for technical and scientific
tasks. However, students should work with the teacher to tailor
the selection of topics and materials they will study so as to best
apply their time.
Student who need an introduction to programming in general should
focus on the Java track in Part I: Chapters 1-12. If time
permits, they should study the basics of Java networking techniques
in Part II: Chapters 13-14.
Students with prior programming experience will more quickly traverse
the Part I materials and so can delve more deeply into the Java
networking topics presented in Part II: Chapters 12-15. Some students
will want to study the more sophisticated networking topics discussed
in Chapters 16-21 and to learn techniques discussed in Part III:
Chapters 22-24 that extend Java to work with other languages and
to access platform and hardware capabilities.
Course Project Option
Students have the option of developing a course programming project
instead of simply performing the exercises at the end of each chapter.
The student's program should illustrated an understanding of the
Java programming techniques discussed in Part I. So the progam should,
for example, use a graphical interface, employ threads, execute
input/output operations to read and save disk data, etc.
The exercises in the chapters are meant to illustrate the techniques
discussed and to
KTH Course Requirements
The table below shows the list
of essential topics that a student in the A1418/5A5448 classes should
understand by the end of the course. The student can demonstrate
- Completion of the 12 Tech Task assignments. (The student
is also encouraged to do some or all of the exercises given at
the end of each chapter.)
- Or a term project that uses the techniques covered by the Tech
In addition, there will be a final exam that reviews the
topics listed here.
- Setup the SDK.
- Basics of creating an applet and an application.
- Relevance of Java for technical progrmming.
Essential syntax of a Java program. This
- Class definition with methods and variables.
- Declaring variables.
- Using strings.
- Loops (for, do-while, etc.)
- Casting variable of one type into that
of another type.
- Primitive types
- Essentials of floating-point in Java,
e.g. relative precision of float
Tech Task 1:
- Using the Math
class to carry out a computation and print out the result..
Classes and objects:
- Overloading of methods
- Passing arguments by value vs reference
- Primitive type wrapper classes
- Handling exceptions (i.e. the try-catch
- static variables and methods
Tech Task 2:
- Do one of the root finding exercises
in the Physics track or create a Java program to execute
some other mathematical algorithm.
- Overriding methods
- Abstract class
- Casting a reference variable to that of a subclass or
Tech Task 3:
- Create a program that uses the random
number generators in Java.
Tech Task 4:
- Packages and import
- Defining constants
- Access modifiers
- Use System.out.printf()
to format the numerical output in one or more of the previous
Basics of creating a graphical user interface:
- Swing vs. basic AWT
- Using JPanel
- Using simple layouts: FlowLayout,
- Simple techniques of drawing on a panel.
- Event handling for a button
- Familiarity with other components such
as check boxes and radio boxes.
- Create a user interface with two or more
panels, each holding components.
Tech Task 5:
- Add a GUI to one of your previous programs
or create a new program that carries out a technical task
of some sort. The program should use input value(s) entered
by the user via the GUI.
- Threading in Java
Tech Task 6:
- Create a program to display a simple
animation of a technical process of some sort.
- Write text to a file and read it back.
- Write binary data to a file and read
Tech Task 7:
- Use the Histogram
class from the course, or one of its subclasses, in a
method in String
- Enumerated type.
Tech Task 8:
- Read in a file with a mix of text and
numbers, carry out an operation with the numbers, and
write the results to a new file.
- Loading and drawing images
- Handling colors
Tech Task 9:
- Create a program to read in and filter
an image, e.g. remove all but one color band, and display
the before and after images.
- Or create an animated image with
a mathematical technique such as fractal generation.
- Cursor icons
- Timing and performance
Tech Task 10:
- Enhance one of your previous programs
with two or more techniques from Chapter 12 such as changing
the cursor according to what graphical interface component
it is above.
- Basics of networking.
- Client/Server architectures
Tech Task 11:
- From an application, read a data file
via a URL entered by the user, calculate something from
the data , and display the result.
- Threads to handle clients
Tech Task 12:
- Create a simple server with Java that,
when contacted by a client (e.g. a web browser or your
own custom Java client), runs an algorithm of some sort
and sends a result back to the client in HTML format.
Most recent update: April 23, 2005