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Lecture Object Oriented Programing

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  • Chapter 1 - Introduction to object-oriented programming and software development. The purpose of this chapter is to give you a feel for object-oriented programming and to introduce a conceptual foundation of object-oriented programming. Another purpose of this chapter is to introduce the software development process.

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  • Chapter 6 introduces you to object-oriented programming. The topics discussed in this chapter are: Object-oriented programming overview, UML class diagram, first OOP class, private and public access, driver class, reference variables and instantiation, calling a method, calling object.

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  • Chapter 7: Object-oriented programming – Additional details. The topics discussed in this chapter are: Object creation - a detailed analysis, assigning a reference, testing objects for equality, passing references as arguments, method-call chaining, overloaded methods, constructors, overloaded constructors.

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  • Object-Oriented Programming Lecture 1: OOP Concepts An object is a software bundle of related state and behavior, Software objects are often used to model the real-world objects that you find in everyday life; Objects are key to understand object-oriented technology.

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  • Object-Oriented Programming - Lecture 2: Classes and Objects presents Class, Object, More on class, Enum types, Package and the class path, Documentation comments for class, Number and String.

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  • Object-Oriented Programming - Lecture 5: I/O Streams presents Byte streams, Character streams, Buffered streams, Scanning and formatting, I/O from the command line, Data streams, Object streams.

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  • Object-Oriented Programming Lecture 6: Exceptions What is an exception? Catching and handling exceptions, Specifying the exceptions thrown by a method, How to throw exceptions, Advantages of exceptions.

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  • After completing this unit, you should be able to: To form linked data structures using references, self-referential classes and recursion, the type-wrapper classes that enable programs to process primitive data values as objects, to use autoboxing to convert a primitive value to an object of the corresponding type-wrapper class, to use auto-unboxing to convert an object of a type-wrapper class to a primitive value.

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  • In chapter 16 you will learn: To search for a given value in an array using linear search and binary search, to sort arrays using the iterative selection and insertion sort algorithms, to sort arrays using the recursive merge sort algorithm, to determine the efficiency of searching and sorting algorithms, to use loop invariants to help ensure the correctness of your programs.

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  • In this chapter you will learn: To understand graphics contexts and graphics objects; to manipulate colors; to manipulate fonts; to use methods of class Graphics to draw lines, rectangles, rectangles with rounded corners, three-dimensional rectangles, ovals, arcs and polygons; to use methods of class Graphics2D from the Java 2D API to draw lines, rectangles, rectangles with rounded corners, ellipses, arcs and general paths.

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  • In this chapter you will learn: The concept of polymorphism, to use overridden methods to effect polymorphism, to distinguish between abstract and concrete classes, to declare abstract methods to create abstract classes, how polymorphism makes systems extensible and maintainable, to determine an object's type at execution time. to declare and implement interfaces.

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  • After studying this chapter you will be able to understand: The essentials of counter-controlled repetition, to use the for and do…while repetition statements to execute statements in a program repeatedly, to understand multiple selection using the switch selection statement, to use the break and continue program control statements to alter the flow of control, to use the logical operators to form complex conditional expressions in control statements.

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  • In this chapter you will learn: To use basic problem-solving techniques; to develop algorithms through the process of top-down, stepwise refinement; to use the if and if…else selection statements to choose among alternative actions; to use the while repetition statement to execute statements in a program repeatedly; to use counter-controlled repetition and sentinel-controlled repetition; to use the assignment, increment and decrement operators; the primitive data types.

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  • Chapter 3 introduction to Classes and Objects. In this chapter you will learn: What classes, objects, methods and instance variables are; how to declare a class and use it to create an object; how to declare methods in a class to implement the class’s behaviors; how to declare instance variables in a class to implement the class’s attributes; how to call an object’s method to make that method perform its task;...

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  • Chapter 1 introduction to computers, the internet and the World Wide Web. In this chapter you will learn: Basic computer hardware and software concepts; basic object technology concepts, such as classes, objects, attributes, behaviors, encapsulation, inheritance and polymorphism; the different types of programming languages;... Inviting you refer.

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  • In this chapter you will learn: To create and manipulate sliders, menus, pop-up menus and windows; to change the look-and-feel of a GUI, using Swing's pluggable look-and-feel; to create a multiple-document interface with JDesktopPane and JInternalFrame; to use additional layout managers.

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  • In this chapter you will learn: How to get and display images; how to create animations from sequences of images; how to create image maps; how to get, play, loop and stop sounds, using an AudioClip; how to play video using interface player.

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  • After studying this chapter you will learn: What collections are, to use class Arrays for array manipulations, to use the collections framework (prepackaged data structure) implementations, to use collections framework algorithms to manipulate (such as search, sort and fill) collections,...

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  • In this chapter you will learn: The concept of recursion, how to write and use recursive methods, how to determine the base case and recursion step in a recursive algorithm, how recursive method calls are handled by the system, what geometric shapes called fractals are and how to draw them using recursion.

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  • In chapter 14 you will learn: To create, read, write and update files; to use class File to retrieve information about files and directories; the Java input/output stream class hierarchy; the differences between text files and binary files; sequential-access and random-access file processing; to use classes Scanner and Formatter to process text files; to use the FileInputStream and FileOutputStream classes.

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