Basics of Programming 2 (4op)
Toteutuksen tunnus: AE00DM32-3002
Toteutuksen perustiedot
- Ilmoittautumisaika
- 10.11.2025 - 14.01.2026
- Ilmoittautuminen toteutukselle on käynnissä.
- Ajoitus
- 07.01.2026 - 22.02.2026
- Toteutus ei ole vielä alkanut.
- Opintopistemäärä
- 4 op
- Yksikkö
- SeAMK Automaatio- ja tietotekniikka
- Toimipiste
- SeAMK Seinäjoki, Frami
- Opetuskielet
- englanti
- Koulutus
- Bachelor of Engineering, Automation Engineering
- Opettajat
- Juha Yli-Hemminki
- Ryhmät
-
AE24Bachelor 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