Luet oppimateriaalin englanninkielistä versiota. Mainitsit kuitenkin taustakyselyssä
osaavasi suomea. Siksi suosittelemme, että käytät suomenkielistä versiota, joka on
testatumpi ja hieman laajempi ja muutenkin mukava.
Suomenkielinen materiaali kyllä esittelee englanninkielisetkin termit. Myös
suomenkielisessä materiaalissa käytetään ohjelmaprojektien koodissa englanninkielisiä
nimiä kurssin alkupään johdantoesimerkkejä lukuunottamatta.
Voit vaihtaa kieltä A+:n valikon yläreunassa olevasta painikkeesta. Tai tästä:
About This Page
Questions Answered: How can I put some windows and buttons
onscreen? How can a write a GUI without O1’s toolkit?
Topics: The GUI library Swing: creating and laying out GUI
elements; registering event listeners and writing event handlers
What Will I Do? Read and follow along by trying things out.
Rough Estimate of Workload:? One and a half hours. (This
is an entirely optional chapter, so you may just skip it, too.)
Points Available: None.
Related Projects: SwingExamples (new).
Chapter unavailable in English at the moment :-(
Due to time pressures, this chapter has not been translated
yet for the first English-language offering of O1 in Fall 2018.
We are sorry.
Fortunately, the chapter is entirely optional and there are other
resources available in English that cover the same material.
You can check out the links in this thread on StackOverflow.
You can also take a look at the SwingExamples project, which
contains the example code for the chapter.
A+ presents the exercise submission form here.
I want more!
As far as GUIs are concerned, O1’s official learning objectives are modest. We haven’t
gone deeper into this topic, because GUI programming tends to demand quite a bit of
familiarity with the details of specific GUI libraries. To spend time building that
familiarity isn’t optimal for our main goal of learning more generic skills and
You can learn more about GUIs and Swing on your own and in the course
Programming Studio 2.
You may also want to explore the given GUIs in O1’s projects. Many of those GUIs
feature techniques not covered in this chapter (such as creating new component types
by inheriting them from Swing’s classes).
Please note that this section must be completed individually.
Even if you worked on this chapter with a pair, each of you should submit the form separately.
Time spent: (*) Required
Please estimate the total number of minutes you spent on this chapter (reading, assignments,
etc.). You don’t have to be exact, but if you can produce an estimate to within 15 minutes or
half an hour, that would be great.
Written comment or question:
You aren’t required to give written feedback. Nevertheless, please
do ask something, give feedback, or reflect on your learning!
(However, the right place to ask urgent questions about programs
that you’re currently working on isn’t this form but Piazza or the
lab sessions. We can’t guarantee that anyone will even see anything
you type here before the weekly deadline.)
Thousands of students have given feedback that has contributed to this ebook’s design.
Weeks 1 to 13 of the ebook, including the assignments and weekly bulletins, have been
written in Finnish and translated into English by Juha Sorva.
Weeks 14 to 20 are by Otto Seppälä. That part of the ebook isn’t available during the
fall term, but we’ll publish it when it’s time.
The appendices (glossary, Scala reference,
FAQ, etc.) are by Juha Sorva unless otherwise specified on the page.
The automatic assessment of the assignments has been programmed by Riku Autio, Jaakko
Kantojärvi, Teemu Lehtinen, Timi Seppälä, Teemu Sirkiä, and Aleksi Vartiainen.
The illustrations at the top of each chapter, and the similar drawings elsewhere in the
ebook, are the work of Christina Lassheikki.
The animations that detail the execution Scala programs have been designed by Juha Sorva and
Teemu Sirkiä. Teemu Sirkiä and Riku Autio have done the technical implementation, relying on
Teemu’s Jsvee and Kelmu
The other diagrams and interactive presentations in the ebook are by Juha Sorva.
The O1Library software
has been developed by Aleksi Lukkarinen and Juha Sorva. Several of its key components
are built upon Aleksi’s SMCL
The pedagogy of using tools from O1Library (such as Pic) for simple graphical programming
is inspired by the textbooks How to Design Programs by Flatt, Felleisen, Findler, and
Krishnamurthi and Picturing Programs by Stephen Bloch.
The course platform A+ has been created by
Aalto’s LeTech research group and is largely
developed by students. The current lead developer is Jaakko Kantojärvi; many other
students of computer science and information networks are also active on the project.
For O1’s current teaching staff, please see Chapter 1.1.
Additional credits appear at the ends of some chapters.