Browse by Tags: objects

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Number of items: 7.

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: World

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: World

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,

Shared with: World

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: World

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: World

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: University

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: World

This list was generated on Sat Apr 19 21:02:43 2014 BST.