How this course works
The chapters and lessons below are the fixed course structure. When you start, LearnLive teaches each lesson interactively and adapts examples, pacing, and questions to you.
Complete syllabus
Every chapter and lesson
- 01
Chapter 1 · 6 lessons
1. Computer Programming
- 1.1
1.1. What Is a Computer?
6 min · Quick check
Lesson goal: By the end you can define what a computer is and describe its basic functions.
- A computer is an electronic device that processes data.
- Computers can perform calculations, store data, and execute instructions.
- The main components of a computer include the central processing unit, memory, and storage.
- 1.2
1.2. What Is Programming?
6 min · Quick check
Lesson goal: By the end you can explain what programming is and its significance.
- Programming is the process of creating a set of instructions for a computer to follow.
- It allows humans to communicate with computers and automate tasks.
- Programming languages are used to write these instructions.
- 1.3
1.3. The Hello World Program
6 min · Quick check
Lesson goal: By the end you can write and understand a simple Java program that prints 'Hello, World!'.
- The 'Hello, World!' program is a standard first program in many programming languages.
- It demonstrates the basic syntax of Java and how to output text to the console.
- Understanding this program is essential for learning more complex Java concepts.
- 1.4
1.4. Compiling Java Programs
6 min · Quick check
Lesson goal: By the end you can describe the process of compiling Java programs.
- Compiling is the process of converting Java source code into bytecode that the Java Virtual Machine can execute.
- The Java Development Kit (JDK) includes tools for compiling Java programs.
- Errors during compilation must be resolved before running the program.
- 1.5
1.5. Displaying Two Messages
6 min · Quick check
Lesson goal: By the end you can modify a Java program to display two messages on the console.
- You can use multiple print statements to display different messages.
- Understanding how to structure output is important for user interaction.
- This exercise reinforces the concept of program flow and output.
- 1.6
1.6. Formatting Source Code
6 min · Quick check
Lesson goal: By the end you can format Java source code for better readability.
- Proper formatting includes using indentation, spacing, and comments to enhance code clarity.
- Readable code is easier to maintain and debug.
- Following coding conventions is important for collaboration in programming.
- 1.1
- 02
Chapter 2 · 6 lessons
2. Variables and Operators
- 2.1
2.1. Declaring Variables
6 min · Quick check
Lesson goal: By the end you can declare variables in Java.
- Understand what a variable is in programming.
- Learn the syntax for declaring variables in Java.
- Identify different data types available in Java.
- 2.2
2.2. Assigning Variables
6 min · Quick check
Lesson goal: By the end you can assign values to variables in Java.
- Understand the concept of variable assignment.
- Learn how to use the assignment operator in Java.
- Explore the rules for assigning values to different data types.
- 2.3
2.3. Memory Diagrams
6 min · Quick check
Lesson goal: By the end you can create memory diagrams to represent variables.
- Understand what a memory diagram is.
- Learn how to visualize variable storage in memory.
- Practice drawing memory diagrams for different variable types.
- 2.4
2.4. Printing Variables
6 min · Quick check
Lesson goal: By the end you can print variable values to the console.
- Learn the syntax for printing variables in Java.
- Understand the importance of outputting variable values.
- Explore different formatting options for printed output.
- 2.5
2.5. Arithmetic Operators
6 min · Quick check
Lesson goal: By the end you can use arithmetic operators with variables.
- Understand what arithmetic operators are.
- Learn how to apply arithmetic operators to variables.
- Explore the order of operations in arithmetic expressions.
- 2.6
2.6. Floating-Point Numbers
6 min · Quick check
Lesson goal: By the end you can work with floating-point numbers in Java.
- Understand what floating-point numbers are.
- Learn how to declare and assign floating-point variables.
- Explore the differences between integer and floating-point arithmetic.
- 2.1
- 03
Chapter 3 · 6 lessons
3. Input and Output
- 3.1
3.1. The System Class
6 min · Quick check
Lesson goal: By the end you can understand the purpose and functionality of the System class in Java.
- Define the System class and its role in Java applications.
- Explain the significance of standard input, output, and error streams.
- Identify methods provided by the System class for accessing system properties.
- 3.2
3.2. The Scanner Class
6 min · Quick check
Lesson goal: By the end you can utilize the Scanner class to read user input in Java.
- Define the Scanner class and its purpose for input handling.
- Demonstrate how to create a Scanner object to read different types of input.
- Explain the methods available in the Scanner class for parsing input.
- 3.3
3.3. Language Elements
6 min · Quick check
Lesson goal: By the end you can recognize and use various language elements in Java.
- Define language elements such as keywords, identifiers, and operators.
- Explain the role of data types in Java programming.
- Identify how language elements interact to form valid Java statements.
- 3.4
3.4. Literals and Constants
6 min · Quick check
Lesson goal: By the end you can differentiate between literals and constants in Java.
- Define literals and constants and their significance in programming.
- Explain the different types of literals available in Java.
- Identify how to declare and use constants in Java applications.
- 3.5
3.5. Formatting Output
6 min · Quick check
Lesson goal: By the end you can format output in Java for better readability.
- Define output formatting and its importance in user interfaces.
- Demonstrate the use of format specifiers in output statements.
- Explain how to control the appearance of numeric and string outputs.
- 3.6
3.6. Reading Error Messages
6 min · Quick check
Lesson goal: By the end you can read and interpret error messages in Java.
- Define common types of error messages encountered in Java.
- Explain how to analyze error messages to identify issues in code.
- Identify strategies for debugging based on error message feedback.
- 3.1
- 04
Chapter 4 · 6 lessons
4. Methods and Testing
- 4.1
4.1. Defining New Methods
6 min · Quick check
Lesson goal: By the end you can define new methods in Java.
- Understand the syntax for defining a method.
- Identify the components of a method declaration.
- Differentiate between method return types and void methods.
- 4.2
4.2. Flow of Execution
6 min · Quick check
Lesson goal: By the end you can explain the flow of execution in a program.
- Define flow of execution in programming.
- Describe how method calls affect the flow of execution.
- Illustrate the sequence of execution with examples.
- 4.3
4.3. Parameters and Arguments
6 min · Quick check
Lesson goal: By the end you can use parameters and arguments in methods.
- Define parameters and arguments.
- Explain how to pass arguments to methods.
- Differentiate between formal parameters and actual arguments.
- 4.4
4.4. Multiple Parameters
6 min · Quick check
Lesson goal: By the end you can work with multiple parameters in methods.
- Define what multiple parameters are.
- Explain how to declare methods with multiple parameters.
- Illustrate the use of multiple parameters with examples.
- 4.5
4.5. Stack Diagrams
6 min · Quick check
Lesson goal: By the end you can create stack diagrams to visualize method calls.
- Define stack diagrams and their purpose.
- Illustrate how to draw a stack diagram for method calls.
- Explain the significance of stack diagrams in understanding execution.
- 4.6
4.6. Math Methods
6 min · Quick check
Lesson goal: By the end you can utilize math methods in Java.
- Identify common math methods available in Java.
- Explain how to use math methods for calculations.
- Demonstrate the application of math methods in programming.
- 4.1
- 05
Chapter 5 · 6 lessons
5. Conditionals and Logic
- 5.1
5.1. Relational Operators
6 min · Quick check
Lesson goal: By the end you can identify and use relational operators in Java.
- Define relational operators and their purpose in comparisons.
- List the common relational operators: equal to, not equal to, greater than, less than, greater than or equal to, and less than or equal to.
- Explain how relational operators return boolean values.
- Demonstrate the use of relational operators in conditional statements.
- 5.2
5.2. The if-else Statement
6 min · Quick check
Lesson goal: By the end you can construct if-else statements to control program flow.
- Define the if-else statement and its role in decision-making.
- Explain the syntax of if-else statements in Java.
- Demonstrate how to use if-else statements to execute different code based on conditions.
- Discuss the importance of code readability and structure in if-else statements.
- 5.3
5.3. Chaining and Nesting
6 min · Quick check
Lesson goal: By the end you can utilize chaining and nesting of if-else statements.
- Define chaining and nesting in the context of if-else statements.
- Explain how to create multiple conditions using chained if-else statements.
- Demonstrate the use of nested if-else statements for more complex decision-making.
- Discuss best practices for readability when chaining and nesting statements.
- 5.4
5.4. The switch Statement
6 min · Quick check
Lesson goal: By the end you can implement switch statements for multi-way branching.
- Define the switch statement and its purpose in handling multiple conditions.
- Explain the syntax and structure of switch statements in Java.
- Demonstrate how to use switch statements as an alternative to multiple if-else statements.
- Discuss the use of break statements to control flow within switch cases.
- 5.5
5.5. Logical Operators
6 min · Quick check
Lesson goal: By the end you can apply logical operators to combine boolean expressions.
- Define logical operators: AND, OR, and NOT.
- Explain how logical operators can be used to combine multiple conditions.
- Demonstrate the use of logical operators in if statements.
- Discuss the importance of operator precedence in complex boolean expressions.
- 5.6
5.6. De Morgan's Laws
6 min · Quick check
Lesson goal: By the end you can understand and apply De Morgan's Laws in logical expressions.
- Define De Morgan's Laws and their significance in logic.
- Explain how De Morgan's Laws relate to logical operators.
- Demonstrate the application of De Morgan's Laws to simplify boolean expressions.
- Discuss practical examples of using De Morgan's Laws in programming.
- 5.1