Game Development with Java Swing

The hands-on instructor-led training is designed to helps student develop applications as well as build visually interesting User Interface using Java Programming Language.

After completing this course, student will be able to

  • Describe the basic and object-oriented programming concepts, the Java platform, and types of Java programs, as well as how to install and configure the Java SDK.
  • Know how to use constants, variables and various data types.
  • Create and use methods, classes and instantiate objects from classes.
  • Define blocks and scope of a variable, overload methods and constructors, and work with constants.
  • Accept keyboard input, use the JOptionPane class, draw flowcharts, and make decisions by using if ..else and switch statements, use AND, OR, conditional, and NOT operators, and their order of precedence.
  • Use while loops, do… while loops, shortcut arithmetic operators, for loops, and nested loops.
  • Manipulate characters and use String methods and the StringBuffer class.
  • Declare, initialize an array, declare and create an array of objects, and search an array.
  • Define event driven programming and handle events with Swing components.
  • Implement inheritance and extend classes, override superclass methods, and use information hiding and protection.
  • Use the JFrame and JPanel class, use the Swing event listeners and Swing components.
  • Throw and catch exceptions, specify and handle exceptions, and trace and create your own exceptions.
  • Use the File class and streams; write to and read from a file.


Students taking this course should be familiar Java Basic.


The targeted audience is a student who wants to learn Object Oriented Programming concepts, use Java to develop software with visually appealing user interface and/or develop customized games.


  • Programming basics
  • The Java platform
  • Installing Java
  • Language syntax and conventions
  • Constants and variables
  • Data types and character sets
  • Methods
  • Classes
  • Blocks and scope
  • Method overloading
  • Constants
  • Prewritten imported methods
  • Keyboard input
  • Control flow statements
  • Operators
  • Loop structures
  • For and nested loops
  • Strings
  • The StringBuffer class
  • Introduction to arrays
  • Arrays of objects
  • Searching an array
  • Manipulating an array
  • Sorting arrays
  • Two-dimensional arrays
  • Event-driven programming
  • Life cycle of a Swing applet
  • Enhancing a Swing applet
  • Basic graphic methods
  • Drawing objects
  • Adding sound, images, and animations
  • Inheritance
  • Superclasses
  • Information hiding and protection
  • Abstract classes
  • Array of objects and comparing objects
  • Frames
  • Swing event listeners
  • Layout managers and JPanel
  • Events and event handling
  • Exceptions
  • Error handling methods
  • Files and streams
  • Input and output
  • Animations

Contact us

For more information
call 714-505-3475
For Schedule, click here