Graphical Object-Oriented Programming

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Graphical Object-Oriented Programming

STMARTINS.EDU/COMPUTING

MQF LEVEL

6

TOTAL CREDITS: 7ECTS

This unit aims to give students an insight to the object-oriented approach to the design and implementation of software systems. The unit also considers specific features of the programming language Java, in particular, graphical interfaces and event driven applications. At the end of this unit the student will have acquired the responsibility and autonomy to: — create class boxes for the classes being created within the program; — extend classes to a more defined class of an Object type in terms of both properties and behaviour; — create test classes and cases for a program’s classes and methods; — create class hierarchies which exhibit abstraction and data-hiding (encapsulation); — make proper use of Polymorphism and Dynamic Binding within one’s programs; — create stack and heap diagrams for a given piece of code showing how the JVM is organising its variables (both primitive and reference types); — create methods, both static and instance, either returning void or nonvoid; — create overridden methods within subclasses; — make use of abstract data types within one’s code; — make us of short circuit operators; — make proper use of the import statement within one’s code; — create abstract classes and interfaces; — create graphical user interfaces using Java’s Swing library which responds to user input; — be able to draw objects onto screen using the methods provided by the Graphics class; — draw animations onto screen. The assessment for this unit will be computed using the following weighting system: — 40% Assessed Coursework — 60% Examinations

©2021 SAINT MARTIN’S INSTITUTE OF HIGHER EDUCATION HIGHER EDUCATION LICENSE No 196


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