Defining objectives

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  • Creating and Using a DataRelation Object In this section, you'll learn how to create a DataRelation object to define a relationship between two DataTable objects that hold some rows from the Customers and Orders tables

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  • The PHP Data Objects (PDO) extension defines a lightweight, consistent interface for accessing databases in PHP Each database driver that implements the PDO interface can expose database-specific features as regular extension functions you must use a database-specific PDO driver to access a database server PDO provides a data-access abstraction layer, which means that, regardless of which database you're using, you use the same functions to issue queries and fetch data

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  • In this lesson, you will learn to: • Define the role and features of the Linux shell • Use the shell as a command interpreter • Create userdefined variables • Use shell environment variables • Create shell scripts in Linux Define the role and features of the Linux shell  Use the shell as a command interpreter  Create user­defined variables  Use shell environment variables 

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  • This Book How to Contact Us Acknowledgments Part I: Cocoa Overview and Foundation Chapter 1. Introduction to Cocoa Section 1.1. The Mac OS X Programming Environment Section 1.2. Cocoa Defined Section 1.3. The Cocoa Frameworks Section 1.4. Languages Section 1.5. The Foundation Framework Section 1.6. The Application Kit Framework Chapter 2. Cocoa Development Tools Section 2.1. Installing the Developer Tools Section 2.2. Interface Builder Section 2.3. Other Tools Section 2.4. Exercises Chapter 3. Object-Oriented Programming with Objective-C Section 3.1. Introducing Objects Section 3.2.

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  • A class can contain private as well as public members. By default, all items defined in a class are private. This means that they can be accessed only by other members of their class, and not by any other part of your program. This is one way encapsulation is achieved—you can tightly control access to certain items of data by keeping them private.

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  • Use the scope resolution operator Use dynamic memory allocation with New Delete Use pointers to objects Define and use Constructors Define and use Destructors Define the "Const" keyword Define and use the "this" pointer Describe how objects and functions are arranged in memory Static Data Members Static member Functions Describe type conversions using Converting by assignment Type casting

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  • Understand the concept of functions with default arguments Define and use Friend functions advantages disadvantage friend classes Describe function overloading various data types different number of arguments

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  • In object-oriented programming, a class is a construct that is used to create instances of itself – referred to as class instances, class objects, instance objects or simply objects. A class defines constituent members which enable its instances to have state and behavior.[1] Data field members (member variables or instance variables) enable a class instance to maintain state. Other kinds of members, especially methods, enable the behavior of class instances. Classes define the type of their instances.[2]...

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  • This report is a follow-on to MR-470-OSD, Future Career Management Systems for U.S. Military Officers, 1994. The earlier study determined a range of likely future officer requirements and a number of alternative career management systems. It did not attempt to define a "best" system because it lacked the objectives component — what the system was to accomplish.

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  • Object oriented database development is The importance of OODBMS products; object defininition language (Defining a class, Defining Structures, Defining operations, Defining relationships...); object query language.

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  • In this chapter, the following content will be discussed: Domain analysis, the starting point for software projects, defining the problem and the scope, what is a requirement? Types of requirements, use cases: describing how the user will use the system, some techniques for gathering requirements,...

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  • Chapter 4 (part 1) - Defining your own classes. After you have read and studied this chapter, you should be able to: Define a class with multiple methods and data members, differentiate the local and instance variables, define and use value-returning methods, distinguish private and public methods, distinguish private and public data members, pass both primitive data and objects to a method.

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  • After you have read and studied chapter 5, you should be able to: Implement a selection control using if statements, implement a selection control using switch statements, write boolean expressions using relational and boolean expressions, evaluate given boolean expressions correctly, nest an if statement inside another if statement, describe how objects are compared, choose the appropriate selection control statement for a given task, define and use enumerated constants.

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  • Chapter 7 - Defining your own classes (part 2). After studying this chapter you will be able to: Describe how objects are returned from methods, describe how the reserved word this is used, define overloaded methods and constructors, define class methods and variables, describe how the arguments are passed to the parameters using the pass-by-value scheme, document classes with javadoc comments, organize classes into a package.

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  • Chapter 10 introduce to Arrays and collections. After you have read and studied this chapter, you should be able to: Manipulate a collection of data values, using an array; declare and use an array of primitive data types in writing a program; declare and use an array of objects in writing a program; define a method that accepts an array as its parameter and a method that returns an array; describe how a two-dimensional array is implemented as an array of arrays; manipulate a collection of objects, using lists and maps.

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  • Chapter 13 - Inheritance and polymorphism. After you have read and studied this chapter, you should be able to: Write programs that are easily extensible and modifiable by applying polymorphism in program design; define reusable classes based on inheritance and abstract classes and abstract methods; differentiate the abstract classes and Java interfaces; define methods, using the protected modifier; parse strings, using a String Tokenizer object.

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  • Chapter 14 - GUI and event-driven programming. In this chapter, students will be able to: Define a subclass of JFrame to implement a customized frame window; write event-driven programs using Java's delegation-based event model; arrange GUI objects on a window using layout managers and nested panels; write GUI application programs using JButton, JLabel, ImageIcon, JTextField, JTextArea, JCheckBox, JRadioButton, JComboBox, JList, and JSlider objects from the javax.swing package.

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  • This is the first of two chapters on object-oriented tools and techniques for systems development. This chapter focuses on object modeling during systems analysis. You will know object modeling as a systems analysis technique when you can: Define object modeling and explain its benefits, recognize and understand the basic concepts and constructs of object modeling, define the UML and its various types of diagrams, evolve a business requirements use-case model into a system analysis use-case model.

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  • Learning objectives of this chapter include: Develop a mental model of an object and a reference; describe how to define and use object type constants and variables; explain the roles of constructors, member methods, and class methods; present object assignment; introduce the String class and its methods for creating, examining, searching, evaluating, and manipulating substrings and characters.

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  • Lecture 3: Classes and Objects presents returning a value from a method, The this keyword, Access control, Class members, instance members, The static keyword, Defining constants.

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