Lectures
Background reading on the history and philosophy of Java.
Links to useful web resources.
Downloading the necessary files and setting up your programming environment.
Creating your first java program, and your first applet.
Starting graphics. Looking at 1.0 and 1.1 event models.
Elementary paint program.
Example of double buffering and image manipulation
Popups, applets and standalone applications.
Replacing buttons by menubar with pulldowns. 1.0 Event Handling.
Layout design.
Getting data into an applet...
Using JavaScript to communicate with an applet...
Using threads...
Using sockets...
Simple Chat Room ... (Combines threads and sockets)
More on listeners...
More on double buffering...
Whiteboard (shared graphics) application
Linear Algebra (Linpack) benchmarks (heavy duty floating point...)