SEN1002 Object Oriented Programming (Java)Bahçeşehir UniversityDegree Programs CARTOON AND ANIMATIONGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
CARTOON AND ANIMATION
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
SEN1002 Object Oriented Programming (Java) Fall 2 2 3 5
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester.

Basic information

Language of instruction: English
Type of course: Non-Departmental Elective
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: Face to face
Course Coordinator : Instructor DUYGU ÇAKIR YENİDOĞAN
Course Lecturer(s): Dr. Öğr. Üyesi TAMER UÇAR
Instructor DUYGU ÇAKIR YENİDOĞAN
RA MERVE ARITÜRK
RA SEVGİ CANPOLAT
Recommended Optional Program Components: None
Course Objectives: The aim of this course is to intoduce the Java language and object oriented programming techniques to the students. The main topics covered in this course are inheritance and polymorphism, gui interfaces, exception handling, file operations, recursive methods, search and sorting algorithms and generic types.

Learning Outcomes

The students who have succeeded in this course;
1. Develops the inheritance technique in class design.
2. Applies the concept of polymorphism
3. Create graphical user interface components and control events.
4. Develop programs with exception handling.
5. Define the String class and regular expressions.
6. Develops programs that write and read text and serialized objects files.
7. Builds and implements Enum types.
8. Create recursive methods.
9. Define sorting and search algorithms.

Course Content

1. Inheritance
2. Polymorphism
3. GUI interface design
4. String operations and regular expressions
5. Exception handling
6. File operations
7. Using Enumeration
8. Recursive methods
9. Search and sort algorithms
10. Generic types

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Classes and Objects
2) Inheritance
3) Polymorphism
4) Polymorphism
5) GUI Components
6) GUI and Event-driven Programming
7) Case Study: Object Oriented Design with the UML
8) Strings, Characters and Regular Expressions
9) Exception Handling
11) Files and Streams, object serialization
12) Recursion
13) Searching, Sorting (Selection Sort, Merge, Insertion Sort)
14) Generic Classes and Methods

Sources

Course Notes / Textbooks: Paul Deitel, Harvey Deitel, Java: How to Program, Pearson, ISBN-10: 0132575663
References: C. Thomas Wu, An Introduction to Object Oriented Programming with Java, McGraw Hill.

Y. Daniel Liang, Introduction to Java Programming, Comprehensive, Pearson.

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Quizzes 2 % 30
Midterms 1 % 30
Final 1 % 40
Total % 100
PERCENTAGE OF SEMESTER WORK % 60
PERCENTAGE OF FINAL WORK % 40
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 2 28
Laboratory 14 2 28
Study Hours Out of Class 14 3 42
Quizzes 2 2 4
Midterms 1 12 12
Final 1 15 15
Total Workload 129

Contribution of Learning Outcomes to Programme Outcomes

No Effect 1 Lowest 2 Low 3 Average 4 High 5 Highest
           
Program Outcomes Level of Contribution
1) To have theoretical and practical knowledge and skills in cartoon and animation.
2) To be able to develop research, observation-experience, evaluation skills in the field of cartoon and animation and effectively communicate ideas, convincing actions and emotions using cartoon and animation and performance principles in every direction.
3) Making animated films with various artistic styles and techniques.
4) Designing the cartoon and animation production process using initiative, applying it with creativity and presenting it with personal style.
5) To be a team member in the production process of cartoon and animations, to be able to take responsibility and manage the team members under their responsibility and to lead them.
6) To be able to evaluate cartoon and animations in the framework of their knowledge and skills.
7) To be able to define and manage learning requirements in the field of cartoon and animation.
8) To be able to communicate with related organizations by sharing scientific and artistic works in cartoon and animation and to share information and skills in the field.
9) To monitor developments in the field of cartoon and animation using foreign languages ​​and to communicate with foreign colleagues.
10) To be able to use general information and communication technologies at advanced level with all kinds of technical tools and computer software used in cartoon and animations.
11) Using critical thinking skills and problem solving strategies in all aspects of development and production, effectively communicating ideas, emotions and intentions visually, verbally and in writing, and effectively incorporating technology in the development of cartoon and animation projects.
12) To have sufficient knowledge about ethical values ​​and universal values ​​in the field of cartoon and animation.