ANTALYA BİLİM UNIVERSITY
Course Information Package

CS 2001 - Object Oriented Programming

Basic Information

Course Code:
CS 2001
Course Name:
Object Oriented Programming
Language of Instruction:
English
Course Type:
Class
Course Level:
Bachelor
ECTS:
5.00
Instructor:
Dr. Öğr. Üyesi Shahram TAHERİ

Course Objectives

The main objective of this course is to introduce students to programming in an object-oriented language. The students will gain an understanding of how to solve problems using software.

Course Content

Introduction, JDK, JRE, Integrated Development Environments Review: Control Structures, Arrays Introduction to Object-Oriented Programming, Concept of class and objects Writing classes, methods, attributes, creating objects. Inheritance, sub-class, super-class Abstract classes, polymorphism Interfaces, polymorphism via interface Exception Handling Graphical User Interfaces, Swing Components, JButton, JTextArea, JLabel, JList, JTable Layout Managers UML, Use-case diagrams, Class Diagrams, Sequence Diagrams, Activity Diagrams

Prerequisites / Corequisites

CS1002

Course Books / Materials / Recommended Resources

Java: How to Program, 8th Edition, by Harvey M. Deitel, Paul J. Deitel

Learning Outcomes

Code Description
LO1 Explain the concepts of class, object, method, attribute. Write classes, create objects, invoke method (both static and non-static)
LO2 Explain what polymorphism is, what are usages of polymorphism, what are ways to implement polymorphism. Explain differences between abstract class and interface.
LO3 Explain what polymorphism is, what are usages of polymorphism, what are ways to implement polymorphism. Explain differences between abstract class and interface.
LO4 Explain what an exception is, what are the types of exceptions, when it’s thrown, how it’s caught, differences between exceptions and errors.
LO5 Write programs with graphical user interfaces; explain GUI components and layout managers.
LO6 Explain what is UML, why do we need UML? Which UML diagram is used in what stage of software development (analysis, design, implementation, maintenance) Explain what is a use-case diagram, class diagram, sequence diagram and activity diagram.

Weekly Course Content

Week Content
1 Introduction, JDK, JRE, Integrated Development Environments
2 Review: Control Structures, Arrays
3 Introduction to Object-Oriented Programming, Concept of class and objects
4 Writing classes, methods, attributes, creating objects.
5 Inheritance, sub-class, super-class
6 Abstract classes, polymorphism
7 Interfaces, polymorphism via interface
8 Midterm Exam
9 Exception Handling
10 Graphical User Interfaces, Swing Components, JButton, JTextArea, JLabel, JList, JTable
11 Layout Managers
12 UML, Use-case diagrams, Class Diagrams, Sequence Diagrams, Activity Diagrams
13 2D Graphics in Java
14 Case Study - Building a Simple Game in Java- GUI and Graphics(Poker, Black Jack,...)
15 Case Study - Building a Simple Game in Java - GUI and Graphics

Workload Calculation

Activity Count Duration (Hours) Total
Attendance 15 3.00 45.00
Laboratory 8 2.00 16.00
Pre-Class Individual Study 14 1.50 21.00
Post-Prectice Individual Study 14 1.50 21.00
Midterm Exam/Preparation 1 10.00 10.00
Final Exam/Preparation 1 10.00 10.00
Quiz Preparation 4 3.00 12.00
Homework 2 10.00 20.00
Total Workload (Hours) 155
ECTS Credit (Workload / 25) 5

Assessment

# Assessment Type Contribution (%)
1 Midterm Exam %0
2 Quiz %0
3 Final Exam %100
TOTAL %100

PO - LO Matrix

PO \ LO
LO1
LO2
LO3
LO4
LO5
LO6
PO-1
PO-2
PO-3
PO-4
PO-5
PO-6
PO-7
PO-8
PO-9
PO-10
PO-11
1
Low Contribution
2
Medium Contribution
3
High Contribution

Teaching and Learning Methods

# Method Name Description Tools
1 Lecture (expository teaching), interactive discussion Listening and taking notes. Standard classroom technologies, multimedia tools (projector, computer, digital presentations)
2 Problem Solving * Analyzing physical and physiological problems using problem-solving techniques and developing appropriate solutions.
3 Laboratory Listening, note-taking, conceptual analysis, critical thinking, questioning, and participation in discussions. Special equipment
4 Homework Solving and analyzing homework questions using a computer and Excel. Computer
5 Project One-on-one critique sessions, problem solving, brainstorming, design/model production and oral/visual presentation Design software, drawing tools, model making materials, board/presentation equipment, sample projects and specimens

Academic Integrity and Artificial Intelligence

Violations of scholastic honesty include, but are not limited to cheating, plagiarizing, fabricating information or citations, facilitating acts of dishonesty by others, having unauthorized possession of examinations, submitting work of another person or work previously used without informing the instructor, or tampering with the academic work of other students. Any for of scholastic dishonesty is a serious academic violation and will result in a disciplinary action.