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iLab 5 of 6: GUI Graphics and File I/O
i L A B O V E R V I E W
Scenario/Summary
In this lab, you will create one project that reads from a file, one project that writes to a file, and one project drawing a snowman.
Software Citation Requirements
This course uses opensource software which must be cited when used for any Student work. Citation requirements are on the Open Source Applications page.
Please review the installation instruction files to complete your assignment
Deliverables
Program files for each of the following programs.
1. Write out client information
2. Read in client information
3. Draw a snowman
https://devr y.equel l a.ecol l ege.com/fi l e/9097403e 52ff 40f5 af1a ded82e0a807a/33/CIS355A_W5_i Lab.html 1/7
8/4/2015 CIS355A Week 5 i Lab ( JAN15)
At the beginning of all your programs, put a comment box that includes the program name, your
name, and a brief description of the program.
Example:
/***********************************************************************
Program Name: ProgramName.java
Programmer’ s Name: Student Name
Program Description: Describe here what this program will do
***********************************************************************/
How to submit your assignment:
1. The programs must have the same names as the assignment title.
2. Each Java source file (*.java) must include a corresponding class file (*.class) program as
evidence of success.
3. In addition to the program source code files and byte code files, put all your program source
code files and screen shots of your program output files into a Word document.
4. You must use a zipped folder to send your weekly assignment to the Dropbox. Do not send
Eclipse
subfolders within your zipped folder. Place all of the .java and .class files for the week into the
one zipped folder. The zip folder should be named CIS355A_YourLastName_iLab_Week5, and
this zip folder will contain all the weekly programming assignments.
Required Software
Access the software at https://lab.devry.edu.
Steps: 1, 2, and 3
i L A B S T E P S
STEP 1: Writing out Client
Information
1) Create the following GUI, so that when your program is running, your user can input information
regarding a client and hit the save button to save the information out to a file.
2) Every time the user hits the save button, that information should be saved out to a file called
client.txt; each new client’ s information should append to the information already saved onto the file
client.txt.
3) The data in the client.txt file should be formatted like the following.
Client Activity Report
Client Name Client ID Starting Balance Closing Balance
Writing Client
Information
Standard header
included
Points Description
1
Must contain program name, student’s
name, and description of the program
Program Compiles 2 Program does not have any error
Program Executes
Program runs without any error
Data Output is Correct 5 The data is written and formatted correctly
GUI is Correct 5
The GUI has the correct fields and displays
STEP 2: Reading in Client
Information
1) Create a class called Client, the Client class must contain attributes for Client name, Client ID, starting balance, and closing balance, and all other accessor/mutator/constructor functions as
necessary.
2) Assume you have a client.txt file with the following sample information.
Charles Smith|100235|5700.75|1200.00
James Peterson|320056|349.56|4005.56
Francis Lewis|400556|7500.00|456.23
William Burgess|45399|5000.00|1245.56
Philip Wilson|10090|10000.00|2300.75
James Brown|34291|25000.45|31454.86
3) Create a Client ArrayList to process input records in main().
4) Use a for loop to read in the information from client.txt.
5) The GUI to this program should look similar to this:
6) Once the user hits the display button, everything read in from the file should display in the
Console window in this format.
Client Activity Report
Client Name Client ID Starting Balance Closing Balance
Reading in Client
Information
Standard header
included
Must contain program name, student’s
name, and description of the program
Program Compiles 2 Program does not have any error
Program Executes 2 Program runs without any error
Client ArrayList used 3
Created an ArrayList to read in the records
from client.txt
Data Read in Correctly 3
The data is read correctly and saved
correctly using the correct attributes
GUI is Correct 4
The GUI has the correct fields and displays
Subtotal 15
information in correct format
STEP 3: Snowman!
Use the many draw methods provided to you by Java and draw a Snowman—be as creative or as
basic as you would like, as long as the final result resembles a snowman. It doesn’ t have to
necessarily look exactly like this, but this is the minimum you should achieve with your drawing.
1) You must have at least three circles in your project.
2) You must have at least a line, a polygon, an oval, or a rectangle.
3) In addition to your snowman, you should also use drawString to draw some text.
4) Use draw or fill and the color class as you see fit.
Hint: frame.getContentPane().setBackground(Color.blue); //This is the code you need to set the
frame’ s background color.
Have Fun!
Snowman Points Description
Standard header included
Must contain program name, student’s name, and description of the program
Program Compiles 1 Program does not have any error
Program Executes 1 Program runs without any error
Program Output 3 Drawing resembles a Snowman
Correct use of Classes/Methods
Program contains background color, the shapes asked for, and uses the drawString method
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