Object-oriented programming (5 cr)
Code: PO00ED10-3004
General information
- Enrollment
-
06.11.2023 - 17.11.2023
Registration for the implementation has ended.
- Timing
-
15.01.2024 - 30.04.2024
Implementation has ended.
- Number of ECTS credits allocated
- 5 cr
- Local portion
- 5 cr
- Mode of delivery
- Contact learning
- Unit
- Department of Information Technology
- Campus
- Kotka Campus
- Teaching languages
- Finnish
- Seats
- 25 - 35
- Degree programmes
- Degree Programme in Game Programming
- Teachers
- Pekka Vilpponen
- Anton Yrjönen
- Teacher in charge
- Anton Yrjönen
- Groups
-
POKT23SPGame programming, full-time studies
- Course
- PO00ED10
Realization has 1 reservations. Total duration of reservations is 3 h 15 min.
Time | Topic | Location |
---|---|---|
Tue 23.04.2024 time 08:15 - 11:30 (3 h 15 min) |
Olio-ohjelmointi PO00ED10-3004 |
C3008 ITY
ITY-luokka, 39, erikoisohjelmistot
|
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?
Course material
Study materials will be announced on the course's Learn platform and, as appropriate, on the course's Teams team.
Study forms and 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.
RDI and work-related cooperation
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.
Timing of exams and assignments
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 cooperation
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.