Browse by Tags: objects

Up a level
Export as [feed] Atom [feed] RSS 1.0 [feed] RSS 2.0
Number of items: 7.
  1. [img]
    02 - Programming Principles: Variables, Primitives, Objects and Scope
    In this session we look more closely at the way that Java deals with variables, and in particular with the differences between primitives (basic types like int and char) and objects. We also take an initial look at the scoping rules in Java, which dictate the visibility of variables in your program

    Shared with the World by
    Prof David Millard
  2. [img]
    03 - Programming Principles: Methods
    In this session we look at how to create more powerful objects through more powerful methods. We look at parameters and call by value vs. call by reference; return types; and overloading.

    Shared with the World by
    Prof David Millard
  3. [img]
    Preview
    [img]
    Preview
    04 - Programming Principles: Computational Thinking
    In this session we look at how to think systematically about a problem and create a solution. We look at the definition and characteristics of an algorithm, and see how through modularisation and decomposition we can then choose a set of methods to create. We also compare this somewhat procedural approach, with the way that design works in Object Oriented Systems. We also have a brief look at codings style in Java, with the help of the Google Java Style Guide: https://google.github.io/styleguide/javaguide.html

    Shared with the World by
    Prof David Millard
  4. [img]
    10 - Programming Principles: Super and Sub-classes
    In this session we introduce inheritance - one of the cornerstone concepts of object oriented programming. We look at how to define super and sub-classes, how to maintain encapsulation using the super() constructor, and why it is useful to use substitution to hold references to sub-classes in references typed as their super-class.

    Shared with the World by
    Prof David Millard
  5. [img]
    11 - Programming Principles: Polymorphism
    In this session we build on inheritance and look at overriding methods and dynamic binding. Together these give us Polymorphism - the third pillar of Object Oriented Programming - and a very powerful feature that allows us to build methods that deal with superclasses, but whose calls get redirected when we pass in sub-classes.

    Shared with the World by
    Prof David Millard
  6. [img]
    14 - Programming Principles: Abstract Classes and Interfaces
    In this session we look at how to use Abstract Classes and Interfaces in Object Oriented Design - especially as a way to get all the advantages of multiple inheritance without any of the problems.

    Shared with the World by
    Prof David Millard
  7. [img]
    Preview
    Event Driven Programming in Java
    Event driven programming is a way of writing a program that works by responding to things happening (rather than executing a preplanned series of tasks). It is most often used to manage more advanced user interactions, such as GUI programs. In this session we look at how event driven programming works in Java GUIs, as both an introduction to events (using MouseListeners), and also to the way that GUI programs are constructed.

    Shared with the World by
    Prof David Millard
This list was generated on Thu Nov 21 11:49:02 2024 UTC.