CARTOON AND ANIMATION | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
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. |
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. |
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. |
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 |
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 |
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. |
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 |
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 |
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. |