Riverside Community College District
Integrated Course Outline of Record
Computer Information Systems 18B
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COURSE DESCRIPTION
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18B JAVA Programming: Advanced Objects
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Units: 3.00
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Prerequisite(s): None.
Advisory: CIS 18A Previous JAVA programming experience
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This is an advanced JAVA programming course for students familiar with object-oriented programming and utilization of basic graphical interface techniques. An emphasis will be placed on advanced concepts associated with Business, E-Commerce and Gamming applications that utilize exception handling, multithreading, multimedia, and database connectivity. 54 hours lecture and 18 hours laboratory.
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SHORT DESCRIPTION FOR CLASS SCHEDULE
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This is an advanced programming course in JAVA suitable for Business, E-Commerce and Gamming applications.
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ADVISORY ENTRY SKILLS
Before entering the course, students will be able to:
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Utilize values and/or references from primitive types as well as Abstract Data Types “ADT’s”.
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Create, compile, and execute JAVA programs from the command line or utilize an Integrated Development Environment (IDE) for program development.
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Devise algorithmic solutions to basic business applications using the concepts associated with top-down, data, and object design approaches.
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Implement JAVA code that conforms to standard programming practices.
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Utilize Object Oriented Programming (OOP) techniques such as inheritance and abstraction to demonstrate polymorphic behavior.
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STUDENT LEARNING OUTCOMES
Upon successful completion of the course, students should be able to:
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1. Write medium to large Java programs individually and as part of a programming team effort.
2. Create programs that run in a multiprocessor environment.
3. Implement multimedia concepts, which include images, audio, video, and animation.
4. Use Java database connectivity “JDBC” with basic SQL to maintain and update records.
5. Establish client/server connections with stream sockets.
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COURSE CONTENT
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TOPICS
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1. The intent of this course is to provide the student with the tools necessary to create a business application such as an E-Commerce website with shopping cart capabilities. An equally plausible objective would be the ability to develop a gamming application with client-server functionality. With these objectives in mind there are many topics that must be covered to satisfy the numerous skills required. 2. Graphical components must be thoroughly reviewed for user interfaces and exception handling must be implemented to catch the most common user interface errors. File streams associated with binary, audio, and video components reduce program execution speed thereby necessitating code development in a multi-threaded environment. 3. Reading and writing to client side applications such as applets are limited for security purposes. A much better utilization is the servlet/JSP approach that interfaces with a remote database possibly in a multi-tiered configuration. If the application is not web browser based then a thorough understanding of sockets is required. 4. All these components will need to be covered to satisfy the complete design of a business or gamming application.
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METHODS OF INSTRUCTION
Methods of instruction used to achieve student learning outcomes may include, but are not limited to:
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- Present class lectures/discussions/demonstrations in order to prepare the student for the coding assignments and review the reading material
- Create group activities such as group projects in order to familiarize the student with the real world environment of programming
- Develop and assign class exercises such as weekly homework problems in order to familiarize and gain practice in utilizing the concepts necessary to build complex business and gaming applications
- Develop and assign web-based/web-enhanced/online/distance learning tasks/activities such as building an E-Commerce site or implementing an on-line gamming application in order to put into practice those concepts covered during the lectures and review
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METHODS OF EVALUATION
Students will be evaluated for progress in and/or mastery of learning outcomes by methods of evaluation which may include, but are not limited to:
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- Students will be evaluated for progress in and mastery of learning objectives by methods of evaluation which may include, but are not limited to:
- Oral presentation of the final project which describes all the concepts utilized and demonstrates the use of the project for the class and the instructor
- Written project reports which thoroughly document the several projects assigned in-class. These represent full documentation of software projects using JAVADOC and UML
- Class and individual projects which put into practice those concepts covered in-class. Collaboration with fellow students on the class project will represent real world team programming efforts.
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ASSIGNMENTS
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Required Reading Assignments
Required Writing Assignments
Other Outside-of-Class Assignments
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COURSE MATERIALS
All materials used in this course will be periodically reviewed to ensure that they are appropriate for college level instruction. Possible texts include:
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Deitel & Deitel. Java: How to Program . 6th ed.
Prentice Hall, 2004.
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Deitel & Deitel. Advanced Java 2 Platform: How to Program.
Prentice Hall, 2002.
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| 11/05 |
| 519 |