2. This is a project based course in which you will
build an entire Minesweeper game
3. What Is A Project Based
Course ?
In a project based course you learn by doing. The
course is structured as a large project which is
broken into many sections. In each section you will
be given some code, and will have to add more
code. This way you will learn Java programming
by progressively building a Minesweeper game
from scratch
4. How Large Is The Course ?
This course has 13 sections, many of them
containing multiple projects
5. Real World Component
Across these sections you will write code, write
unit tests, read/review code, and even fix bugs
6. How Does The Course Start ?
You will start with an Eclipse project containing a
couple of classes and test cases
7. How Does It Continue ?
Step by step you will build an entire Minesweeper
game, including a desktop version as well as a web
based version.
8. Can You Show Me What It
Will Look Like ?
Minesweeper on the
Minesweeper on the web
desktop
9. What Will I Learn In This
Course ?
You will learn lots of things like basics of Java
programming, good programming practices, unit
testing, web development using Servlets and JSP,
and much more
10. Are There Any Prerequisites ?
You will gain most from this course if you have
basic knowledge of Java syntax and you have done
at least a little programming in some other
language
11. Can You Give More Details
About The 13 Sections Of This
Course ?
Sure, please read ahead !
Remember each section may have multiple projects
12. Section 1 – Getting Started
➲ In Section 1 - Project 1 you will learn
● How to create a source folder in an Eclipse project
● How to fix a compilation error in a class
● What are accessor (getter/setter) methods
● What is a no-arg constructor
● What is a test case
● Become familiar with the term API (Application Programming Interface)
13. Section 2 – Start Building The
API
➲ In Section 2 - Project 1 you will learn
● Understand the business rules of a class and how they can be mapped to it's
API
● How to declare an Exception in the API of a method
● How to throw an Exception
● How to work with enum types
● How to run a unit test
14. Section 3 – Getting Into Classes
and Objects
➲ In Section 3 - Project 1 you will learn
● How to work with multi-dimensional arrays
● How to initialize an object in it's constructor
● How to instantiate a class
● How to define constants
● How to make small design decisions
➲ In Section 3 - Project 2 you will learn
● How to get multiple objects collaborate for a functionality
● How to use the chain of responsibility pattern
● How to initialize complex state of an object in it's constructor
● How to use System.nanoTime() for a quick random number
15. Section 4 – First Cut Of The
GUI
➲ In Section 4 - Project 1 you will learn
● Understand that control of a program starts in the main method
● How to create a simple JFrame
● How to work with static methods
➲ In Section 4 - Project 2 you will learn
● How to create a test suite
● How to determine the correct access modifier for a new method
16. Section 5 – Getting The GUI To
Do Something
➲ In Section 5 - Project 1 you will learn
● Work with Swing components
● How to wire a use case, end to end
● How to break a large requirement into smaller steps
➲ In Section 5 - Project 2 you will learn
● A bit more about working with Swing components
● How to create utility methods
● About dependency injection in a very brief sense
17. Section 6 – Refactoring & IoC
➲ In Section 6 - Project 1 you will learn
● How to spot weeds in code and refactor them
● About immutable classes
➲ In Section 6 - Project 2 you will learn
● How dependency injection helps make code more testable
● What is Inversion of control
● About the Strategy design pattern in very brief
18. Section 7 – Connecting The GUI
With Backend Classes
➲ In Section 7 - Project 1 you will learn
● How to add event handlers to Swing components
● About anonymous inner classes
➲ In Section 7 - Project 2 you will learn
● How to do a code review
● How to work with dialogue boxes in Swing
● How to handle exceptions
● How to create a layer of abstraction
➲ In Section 7 - Project 3 you will learn
● How to distinguish between left click and right click on a mouse event
● How to fully integrate the front-end code with the back-end code
19. Section 8 – Persist To File and
Create Mock Classes For Unit
Tests
➲ In Section 8 - Project 1 you will learn
● How to read code end to end
● How to work with file IO in Java for reading and writing files
● How to create menu bars in Swing
➲ In Section 8 - Project 2 you will learn
● More about the strategy design pattern
● How to implement different strategies
● How to create a mock class for running in test cases
● How to test code against a mock class
20. Section 9 – I18N, Logging, and
Building With ANT
➲ In Section 9 - Project 1 you will learn
● What is a Locale
● How to use ResourceBundle to internationalize a software product
➲ In Section 9 - Project 2 you will learn
● How to use Log4J for generating log statements
● What should be logged
● Which log level a particular statement should be logged at
➲ In Section 9 - Project 3 you will learn
● How to use ANT to create and run a software build
21. Section 10 – Refactorings :
Defensive Programming,
Regex, and EasyMock
➲ In Section 10 – Project 1 you will learn
● About defensive coding and how to validate input arguments to a method
● About defensive coding and how to copy objects references passed as input
arguments, before using them
● About defensive programming and how to copy objects before returning them
➲ In Section 10 - Project 2 you will learn
● How to debug and fix a bug
22. Section 10 (contd.)
➲ In Section 10 – Project 3 you will learn
● How to use the String.format method for formatting Strings
● How to use regular expressions for text parsing
➲ In Section 10 - Project 4 you will learn
● How to use EasyMock to quickly create mock objects and verify their behaviour
23. Section 11 – Persist To
Database, JDBC, and JPA
➲ In Section 11 – Project 1 you will learn
● How to configure software using an external configuration file
● How to lead a resource from the classpath
● How to instantiate an object using reflection (because we do not know what we
want to instantiate at compile time)
● How to use JDBC for communicating with an RDBMS from Java code
● How to use the DAO pattern for data objects
➲ In Section 11 - Project 2 you will learn
● What is an ORM and why it is useful
● What is JPA and why was the specification created
● How to use JPA with Hibernate for database code
24. Section 12 – Web Based
Minesweeper With Servlets
and JSP
➲ In Section 12 - Project 1 you will learn
● How to build a web based software using Servlets and JSP
● How to include Javascript in code
● How to add simple HTML to a JSP page
● Very briefly, how to use JQuery for responsive user interfaces
➲ In Section 12 – Project 2 you will learn
● Why scriplets are bad in JSP code
● How to use tag libraries in JSP code
25. Section 13 – Refactorings and
Enhancements (You Decide)
➲ There are still places in code which can be
improved... try and make the code better !
➲ There are still features that can be added to the
game. Identify and implement such features
depending on what you want to learn
➲ And off course submit your code to the community
for peer review and feedback
26. Happy Learning and remember you learn as much
programming by reading existing code, as you do by
writing your own code. Be sure to read all the code
which is already provided to you in the projects !