OOP-Outline
1.1. distinction between human cognition and specificity of detail required by computers
1.2. Place of object oriented languages in history of programming
1.3. review of standard control structures and data types
2. What is the syntax used with objects
2.1. syntax for creating, instantiating and using objects
2.2. fundamentals of encapsulation, private, public and protected members
2.3. static member fields and functions
2.4. Object constructors, destructors
3. How do objects interact with one another
3.1. Composition as a programming abstraction technique
3.2. Modularization of programming solutions
3.3. Message passing via method calls
4. Building collections of objects
4.1. Using generic utility libraries for collections of objects like Vectors, Lists, HashMaps, Sets, etc,
4.2. Iterating over collections
4.3. Accessing a single object from a collection
5. Documenting and Testing software objects
5.1. Standard documenting procedures for the language in use
5.2. Unit testing and software
5.3. development best practice
6. Partitioning objects for maximum reusability
6.1. Addressing issues of coupling and cohesiveness in software code
6.2. Coding to the Interface
7. Object inheritance trees
7.1. Protected members
7.2. Conversion and casting between types
7.3. Polymorphism and virtual lookup tables (VLUTs)
8. Abstract and virtual objects
8.1. Abstract classes
8.2. Concrete classes
8.3. Dynamic binding
9. Template based Classes
9.1. Function templates
9.2. Class templates
9.3. Syntax used with template classes
10. Error handling for exceptional cases
10.1. Try, throw, catch blocks
11. File Processing
11.1. files and streams
11.1.1. from the file system
11.1.2. from the internet
11.2. serialization of objects and persistence
OOP-Outline
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