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Object-oriented programming (5 cr)

Code: PO00ED10-3003

General information


Enrollment

07.11.2022 - 18.11.2022

Timing

09.01.2023 - 01.05.2023

Number of ECTS credits allocated

5 op

Virtual portion

1 op

RDI portion

1 op

Mode of delivery

80 % Contact teaching, 20 % Distance learning

Campus

Kotka Campus

Teaching languages

  • Finnish

Seats

20 - 35

Degree programmes

  • Degree Programme in Game Programming

Teachers

  • Pekka Vilpponen

Teacher in charge

Pekka Vilpponen

Groups

  • POKT22SP
    Game programming, full-time studies
  • Olio-ohjelmointi PO00ED10-3003 / 30.03.2023 08:15 - 11:30
  • Olio-ohjelmointi PO00ED10-3003 / 06.04.2023 08:15 - 11:45
  • Olio-ohjelmointi PO00ED10-3003 / 13.04.2023 08:15 - 11:45
  • Olio-ohjelmointi PO00ED10-3003 / 20.04.2023 08:15 - 11:45
  • Olio-ohjelmointi PO00ED10-3003 / 27.04.2023 08:15 - 11:45

Objective

You improve your understanding of game programming.
You are able to use classes and objects in different situations.
You are able to create class hierarchies by inheritance and overload operators.
You are able to create classes and class functions for classes that use dynamic memory allocation.
You are able to create and use templates and interpret definitions in template library.

Content

How to handle exceptions?
How to create class hierarchy?
What is polymorfism?
What influence does the dynamic memory allocation for data members have on class functions?
What are virtual functions?
What are abstract classes?
What is operator overloading?
What are friend functions?
What are function templates and class templates?

Materials

Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.

Teaching methods

Weekly-based learning pathway:
You participate in teaching and supervision as scheduled. Your studies will be paced according to schedules of the group meetings and the independent learning tasks.

Accelerated learning pathway:
The method of participation must be agreed before the beginning of the course. If you work in a company, organization or project offered by a university, you can complete the course or module in your workplace / project either in full or in part.
In this case, you are in contact with the teacher of the course at the beginning of the course and agree on a development task for your workplace / project. Learning requires that in your work, you become acquainted with the themes covered in the course, and master them both in theory and in practice.

Employer connections

Strong cooperation with RDI projects related to game programming. Opportunity to utilize the assignments in the course to develop a work assignment or your own product.

Exam schedules

The course ends at the time indicated in the implementation schedule, by which time the student has returned the required assignments, completed any exams and met all other requirements for the approved completion of the course.

International connections

Possible international cooperation will be announced at the beginning of the implementation on the course's Learn platform and, if necessary, in the Teams team of the course.

Student workload

The workload of the student is 135h, of which approx. 55h are lectures and group work under the guidance of a teacher, in accordance with the rules of procedure. Approx. 80 h are homework and assignments that can be worked on independently.

Evaluation scale

1-5

Assessment methods and criteria

Assignments, exams and participation in contact teaching.