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Basics of Programming 2 (4op)

Toteutuksen tunnus: AE00DM32-3001

Toteutuksen perustiedot


Ilmoittautumisaika
11.11.2024 - 15.01.2025
Ilmoittautuminen toteutukselle on päättynyt.
Ajoitus
07.01.2025 - 23.02.2025
Toteutus on päättynyt.
Opintopistemäärä
4 op
Lähiosuus
4 op
Toteutustapa
Lähiopetus
Yksikkö
SeAMK Automaatio- ja tietotekniikka
Toimipiste
SeAMK Seinäjoki, Frami
Opetuskielet
englanti
Koulutus
Bachelor of Engineering, Automation Engineering
Opettajat
Juha Yli-Hemminki
Ryhmät
AE23
Bachelor of Engineering, Automation Engineering
Opintojakso
AE00DM32

Arviointiasteikko

1-5

Tavoitteet

Student knows the basic concept of the object-oriented programming. Student can design modular programs using subprograms and classes. Student can define a class and use objects of a class. Student can utilize list and dictionary data structures and files in his program. Student can write a small program having a graphical user interface.

Sisältö

- List and dictionary
- Class definition
- Creating an object and using it
- Files
- Graphical user interface. GUI design and event handling

Oppimateriaalit

Lecture material and examples

Opetusmenetelmät

Lectures and assignments

Opiskelijan ajankäyttö ja kuormitus

108h

Arviointikriteerit, tyydyttävä (1)

Student knows the basic concept of the object-oriented programming. Student can define a class and use objects of a class. Student can utilize list data structure and files in his program. Student can write a small program having a graphical user interface.

Arviointikriteerit, hyvä (3)

Student knows the basic concept of the object-oriented programming well. Student can design modular programs using subprograms and classes. Student can define a class and use objects of a class. Student can utilize list data structure and files in his program. Student can write a small program having a graphical user interface.

Arviointikriteerit, kiitettävä (5)

Student knows the basic concept of the object-oriented programming excellently. Student can design modular programs using subprograms and classes. Student can define a class and use objects of a class. Student can utilize list and dictionary data structures and files in his program. Student can write a program having a graphical user interface.

Esitietovaatimukset

Basics of Programming 1

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