This tutorial is an introduction to using the BlueJ programming environment. BlueJ is a Java™ development environment specifically designed for teaching at an. Title Java with BlueJ; Author(s) Ron McFadyen; Publisher: Open Textbook Lirary/ University of Winnipeg; License(s): CC BY-NC-SA; Paperback N/A; eBook PDF. BlueJ is available as a free download from http:mtn-i.info tutorial at http:// mtn-i.info In this section we.
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The Bluej Tutorial Csntana PDF Document. Jdk 1 4 tutorial pdf dbfeae92cbef88be1a6a97bdfd66d the bluej tutorial - csntana 4 1 More Library Ebooks. In style, this is a textbook rather than a tutorial. That is, it concentrates on explaining concepts rather than giving step-by-step how-to-do-it guides. I have tried to. SCHOOL OF NETWORK COMPUTING. Technical Report Series. The BlueJ Tutorial. Version for BlueJ version Michael Kölling. Report Number
When puzzleed together puzzle pieces fit only if they are the right size. In this mode, the height of the puzzle pieces is reduced to the standard height. You can push puzzle pieces into empty structogram elements or place them between existing structogram elements. It is no longer the height, but only the width controlled. Only if this fits the insertion point, a puzzle piece can be inserted there. One can increase the difficulty by removing some structogram elements in sequences of empty structogram elements.
In this mode, in addition to the height, the width of the structogram elements is also brought to the standard size. Puzzle pieces can now be inserted at any position, neither width nor height must fit. As a teacher with this approach, you can quickly and easily produce the three varieties simple, medium and hard.
The students can choose a suitable puzzle variant in the classroom. If they have created a solution, they can independently check it by clicking the puzzle button. The Java-Editor tells if the solution is found or something needs to be changed.
When switching to puzzle mode, the complete solution must be in a single structogram. From this solution, the Java-Editor remembers a text representation and compares it with the text representation of the student solution. If sequence order does not matter in two successive instructions, a solution with a reversed order is also correct in terms of content. This can not be controlled by the Java-Editor. Therefore, one should not take apart the two puzzle pieces in such cases.
All opened windows can be saved as a Java-Editor project jep-file. If you open a Java-Editor project all those windows are reopend. Save all in saves all files in an other folder. You can export a java source file as html or rtf file which is then showing the syntax highlighting outside of the Java-Editor. Edit menu The editor supports the use of the windows clipboard and undo, redo, search and replace operations.
Selected text can be copied in different formats. Search and replace supports multiple files and regular expressions.
Every edit command has a shortcut and a symbol on the toolbar. The Editor is based on the SynEdit component Start menu With the start menu and the corresponding symbols on the toolbar you can compile the source code in the active editor window.
If you install the jikes compiler you can compile alternatively. Error messages are shown in the message window. Doubleclick on an error message to go to the error position in the source code.
If you don't understand the error message it's a good idea to compile with the second compiler. If you start a source file which has been changed it will automatically be saved, compiled and if error free it will be started. Composite Pattern Composite pattern is one of the Structural design patterns and is used when we have to represent a part-whole hierarchy.
When we need to create a structure in a way that the objects in the structure have to be treated the same way, we can apply the composite design pattern. Here drawing is made up of different parts and they all have the same operations. Check out Composite Pattern article for different component of composite pattern and example program. The definition itself is very clear and proxy pattern is used when we want to provide controlled access of a functionality.
Check out Proxy Pattern post for the example program with implementation details. Flyweight Pattern Flyweight design pattern is used when we need to create a lot of Objects of a class.
Since every object consumes memory space that can be crucial for low memory devices, such as mobile devices or embedded systems, flyweight design pattern can be applied to reduce the load on memory by sharing objects. String Pool implementation in java is one of the best example of Flyweight pattern implementation.
Check out Flyweight Pattern article for sample program and implementation process. Facade Pattern Facade Pattern is used to help client applications to easily interact with the system. So we will have a different set of interfaces to work with different types of database. Now a client application can use these interfaces to get the required database connection and generate reports.
But when the complexity increases or the interface behavior names are confusing, the client application will find it difficult to manage it. So we can apply Facade pattern here and provide a wrapper interface on top of the existing interface to help client application. Check out Facade Pattern post for implementation details and sample program. Bridge Pattern When we have interface hierarchies in both interfaces as well as implementations, then bridge design pattern is used to decouple the interfaces from implementation and hiding the implementation details from the client programs.
The implementation of bridge design pattern follows the notion to prefer Composition over inheritance. Check out Bridge Pattern post for implementation details and sample program. Decorator Pattern The decorator design pattern is used to modify the functionality of an object at runtime. At the same time, other instances of the same class will not be affected by this, so individual object gets the modified behavior. The decorator design pattern is one of the structural design pattern such as Adapter Pattern, Bridge Pattern, Composite Pattern and uses abstract classes or interface with the composition to implement.
Check out Decorator Pattern post for sample program and implementation details. Behavioral Design Patterns Behavioral patterns provide solution for the better interaction between objects and how to provide lose coupling and flexibility to extend easily.
Template method defines the steps to execute an algorithm and it can provide a default implementation that might be common for all or some of the subclasses. Suppose we want to provide an algorithm to build a house.
The steps need to be performed to build a house are — building a foundation, building pillars, building walls, and windows. So, in this case, we can create a template method that will use different methods to build the house.
Check out Template Method Pattern post for implementation details with example program. Mediator Pattern The mediator design pattern is used to provide a centralized communication medium between different objects in a system. The mediator design pattern is very helpful in an enterprise application where multiple objects are interacting with each other. If the objects interact with each other directly, the system components are tightly coupled with each other that makes maintainability cost higher and not flexible to extend easily.
Mediator pattern focuses on to provide a mediator between objects for communication and help in implementing lose-coupling between objects. Air traffic controller is a great example of a mediator pattern where the airport control room works as a mediator for communication between different flights. Check out Mediator Pattern post for implementation details with example program.
Chain of Responsibility Pattern Chain of responsibility pattern is used to achieve loose coupling in software design where a request from the client is passed to a chain of objects to process them. Then the object in the chain will decide themselves who will be processing the request and whether the request is required to be sent to the next object in the chain or not.
We know that we can have multiple catch blocks in a try-catch block code. Snake is an older classic video game. It was first created in late 70s. Later it was brought to PCs.
In this game the player controls a snake.
The objective is to eat as many apples as possible. Each time the snake eats an apple its body grows. The snake must avoid the walls and its own body. This game is sometimes called Nibbles. The size of each of the joints of a snake is 10 px.