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3. Division:
SECTION A - Course Information
5. Subject:
6. Short Course Title:
7. Effective Term::
2. Course Title:
1. Course ID:
4. Department:
CSCI 145
Java Language and Object Oriented Programming
Natural Sciences Division
Mathematics and Computer Sciences Department
Computer Science
Java Programming
Summer 2013
1. Recommended Class Size:
a. Maximum Class Size:
b. Class Size Approval Date:
3. Contact Hours for a Term:
Lecture:
Lab:
Activity:
Total Hours
1 Unit of credit per eighteen (18) hours of lecture contact hours for a term
1 Unit of credit per fifty-four (54) hours of lab, activity or clinical contact hours for a term
SECTION B - Official Course Information
2. Method of Instruction:
o
o
þ
o
o
Lecture
Laboratory
Lecture and Laboratory
Independent Studies
Distance Learning (Distance 
Education Delayed) for 
online courses.
o
o
o
o
Work Experience, Occupational
Work Experience, General
Open Entry/Exit
Distance (Hybrid Online) for 
online supported courses
Note: If not a variable unit/hour course, enter the hours in the "Low" column only. Leave the hours in the 
"High" column blank.
Clinical:
54.00
54.00
To
To
To
To
To
Low High
108
Lab/Lecture Parity? þ o
4. Credit Units: To4.00
5. Taxonomy of Programs (TOPS) Information:
a. TOPS Code and Course Program Title:
24
Yes No
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070710 - *Computer Programming
b. Course Control Number:
(To be entered by the Instruction Office Only.)
o
6. SAM Priority Code:(Select One)
o
o
þ
o
Apprenticeship
Courses offered to apprentices only.
Advanced Occupational
Courses taken in the advanced stages of an occupational program. Each “B” level course must 
have a “C” level prerequisite in the same program area.
Clearly Occupational
Courses taken in the middle stages of an occupational program. Should provide the student with 
entry-level job skills.
Possibly Occupational
Courses taken in the beginning stages of an occupational program.
Non-Occupational
7. Please place this course into the appropriate discipline by selecting from the drop down 
list. The discipline placement indicates what preparation is needed to teach the course. 
Discipline faculty may place their courses into more than one discipline as appropriate:
Computer Science
8. General Course Information
a. Course Credit Status:
b. State Transfer Code:
c. State Classification Code:
d. Basic Skills Status/Level:
e. Sports/Physical Education Course:
( Only check here if the course is a physical education course.)
f. Grading Method:
g. Number of repeats allowed:
h. Overlap/Duplicate Course:
9. Course Preparation:
Note: If this course has a new requisite, a content review supplemental form must be completed.
D Credit – Degree Applicable
A Transferable, UC/CSU/Private
A Liberal Arts/Sciences Degrees
N Not a Basic Skills Course
o Yes
Letter Grade Only
Non-repeatable Credit (equates to 0 repeats)
þ
CSCI 110
Prerequisite
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o Corequisite
o Advisory
o None
10. Course Special Designators
11. Course Program Status
þ Program Applicable o Stand-alone
12. Funding Agency Category:
þ
o
o
Not Applicable
Primarily developed using economic development funds
Partially developed using economic development funds
SECTION C - Transfer Status
Baccalaureate Status is granted by the Educational Design General Education and 
Baccalaureate Level Subcommittee.
þ
þ
CSU Transferable
UC Transferable
Approval Date:
SECTION D - General Education Request
Mt. San Antonio College and CSU General Education course approval are submitted to the Educational 
Design GE and BL Subcommittee for approval.
1.  The Articulation Officer submits the course directly to the CSU Chancellor for approval.
2.  Upon receiving approval, the course is approved for the Mt. SAC Associate Degree GE and 
placed in the area(s) CSU approval indicate(s).
o Yes þ No Approved for inclusion on Mt. SAC and CSU General Education List?
1. Mt SAC General Education Applicability:
2.  CSU General Education Applicability (Requires CSU approval):
3.  IGETC Applicability (Requires CSU/UC approval):
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1. Course Descriptions
a. Catalog Description
SECTION E - Course Content
Java language and object oriented programming with Java as well as general concepts and techniques of 
computer programming. Topics include: Java expressions, flow control, methods and program structure, Java 
classes, overloading, object references, inheritance, Java library packages, exceptions, file I/O, applets, GUI, and 
event handling. A course for computer science, engineering, mathematics, and other science students
b. Class Schedule Description:
þ Yes o No Is a course description to be printed in the Class Schedule?
Java and object-oriented programming for computer science and other science students.
2. Course Outline Information
a. Lecture Topical Outline:
- Java and object oriented programming; hardware components, computer networks and computer graphics 
- Objects and primitive data 
- Invoking class methods, class libraries and packages, executing applets, drawing shapes 
- Control flow, Boolean expressions, "if" and "switch" 
- Loops: "while", "do" and "for", drawing using loops 
- Writing classes, encapsulation and visibility 
- Method overloading, applet methods, graphical objects 
- Enhancing classes, references revisited, garbage collection, the "this" reference, the static modifier * Nested 
classes, polymorphism via interfaces, events and listeners 
- Arrays, arrays of objects, sorting, multidimensional arrays, the "vector" class, arrays and graphics 
- Inheritance: creating subclasses, overriding methods, class hierarchy, polymorphism via inheritance, applets 
revisited 
- Exception messages, I/O streams 
- Graphical user interface design in Java 
- Software engineering, software development models 
- Recursive programming 
- Using recursion in graphics 
- Implementing data structures in Java 
- Final exam
b. Lab Topical Outline:
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- Working with hardware components, LAN, configuration 
- Using OOP relationships to work with C++, computer graphics 
- Creating objects using primitive data types 
- Working with methods, class libraries and packages 
- Writing programs to implement selection, Boolean expressions, and "if" and "switch" 
- Writing programs to implement repetition 
- Creating user-defined objects 
- Working with visibility of members and encapsulation 
- Working with overloading, applet methods, graphical objects 
- Writing programs to revisit references, perform garbage collection, and employ the "this" reference 
- Working with static modifier, nested classes, polymorphism via interfaces, events and listeners 
- Working with arrays of objects, multidimensional arrays, sorting 
- Working with vector class, arrays, and graphics
- Working with inheritance including: nesting subclasses, overriding methods, and class hierarchy 
- Working with polymorphism via inheritance, advanced applet features, and I/O streams 
- Working with exception messages
- Designing GUI in JAVA 
- Recursive programming by example 
- Programming graphics with recursion and data structures 
- Lab final exam
3. Course Measurable Objectives:
1. Analyze problems and design appropriate algorithms. 
2. Code algorithms into the Java language. 
3. Recognize and produce proper Java syntax. 
4. Utilize recursion, iteration and arrays. 
5. Demonstrate the paradigm of object oriented programming. 
6. Write, organize and assemble program documentation. 
7. Develop standards for comparing the efficiency of various algorithms. 
8. Demonstrate debugging techniques.
4. Course Methods of Evaluation:
Category 1. Substantial written assignments for this course include:
1-3 page Project reports on computer programming concepts
1-3 page Laboratory reports on laboratory experiments
If the course is degree applicable, substantial written assignments in this course are inappropriate because:
Category 2. Computational or non-computational problem solving demonstrations:
NA
Category 3. Skills Demonstrations:
Demonstrate programming skills
Ability to use software tools such as compilers and debuggers
Category 4. Objective Examinations:
Multiple choice and matching items regarding data representation and object oriented programming
Short answer on data representation and control structures
Write efficient and readable programs to implement classes and algorithms in Java
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5. Sample Assignments:
1. Design and implement a class called "PairOfDice", composed of two six-sided "Die" objects. Create a driver 
class with a main method that rolls a "PairOfDice" object multiple times counting the number of "two sixes" (box 
cars) that occurs. 
2. Using the "PairOfDice" class from question 1, design and implement a class to play a game in which the user 
plays the computer a game called "Pig." 
3. Design and implement a class called "card" that represents a standard playing card. Each card has a suit and a 
face value. 
Create a program that deals 52 random cards for a play of bridge. 
4. Design and implement an applet that counts the number of times the mouse has been clicked and display that 
number in the center of the applet window. 
5. Design and implement an applet that serves as a mouse odometer, continually displaying how far the mouse 
has been moved (while it is over the applet.) Use the mouse window event to determine the current position and 
compare it to the last position of the mouse. Use the distance formula to determine how far the mouse has been 
moved and add that to a running distance. Display the total in the middle of the applet window. 
6. Design and implement an animation applet that shows a car driving across the screen from the left to the right. 
Create a "car" class that represents the car.
6. Representative Text:
Book 1:
Author:
Title:
Publisher:
Date of Publication:
Edition:
Cay Horstmann
Java Concepts
John Wiley
2013
7th
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