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Week
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Topics
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Study Metarials
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1
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Introduction
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R1-Chapter-1
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2
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C++, A Better C Non-object oriented features
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R1-Chapter-2
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3
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Classes and Objects,
Controlling Access to Members
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R1-Chapter-3
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4
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Constructors, Destructors
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R1-Chapter-6
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5
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Constant Objects and Const Member Functions,
Static Class
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R1-Chapter-8
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6
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Operator Overloading
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R1-Chapter-12
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7
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Inheritance, Redefining Members (Name Hiding),Access Control
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R1-Chapter-14
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8
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Inheritance, Redefining Members (Name Hiding),Access Control
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R1-Chapter-14
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9
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Special Member Functions and Inheritance, Multiple Inheritance
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R1-Chapter-15
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10
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POLYMORPHISM
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R1-Chapter-15
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11
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The Unified Modeling Language ? UML,
EXCEPTIONS
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R2-Chapter-2
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12
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Templates
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R1-Chapter-16
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13
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THE STANDARD TEMPLATE LIBRARY (STL)
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R1-Chapter-16
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14
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Object Design
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R2-Chapter-4
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Prerequisites
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-
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Language of Instruction
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Turkish
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Responsible
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Asst. Prof. Dr. Selim BUYRUKOĞLU
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Instructors
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-
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Assistants
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Res. Assist. Esra SİVARİ
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Resources
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R1.Bruegge, B., & Dutoit, A. (2009). Object-Oriented Software Engineering Using UML, Patterns, and Java. 3rd Edition. Prentice Hall, New Jersey.
R2. Deitel, P. J., & Deitel, H. M. (2018). Java how to program. Prentice Hall, New Jersey.
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Supplementary Book
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-
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Goals
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to provide students knowledge about inheritance, polymorphism and interfaces in accordance with developing effective and flexible object-oriented software, to teach them how to perform unit tests for object-oriented software, and to help them use object-oriented design patterns in object-oriented software solutions
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Content
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Foundations of Object-Oriented Software Development: Software development problems. Contribution of object-oriented solutions to software development. Overview of object-oriented software development process, Object-Oriented Modeling Using UML: Basic principles, concepts and structures of the Object-oriented modeling. The most commonly used UML notations: use case, class, object and successor-interaction diagrams. A case study on object-oriented modeling, Requirement Elicitation, Analysis - Object Model, Analysis - Dynamic Model, System Design: Decomposing the System, System Design Addressing Design Goals, Object Design: Reusing Pattern Solutions, Object Design: Specifying Interfaces, Object Design: Object Constraint Language (OCL), Object Design: Design Patterns, Mapping Models to Code, Testing
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Program Learning Outcomes |
Level of Contribution |
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1
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To be able to apply mathematics, science and engineering theories and principles to Computer Engineering problems.
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3
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2
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To have the ability to define, model, and solve problems related to Computer Engineering.
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-
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3
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To be able to design and conduct experiments, as well as to analyze and interpret data.
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-
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4
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To be able to design and analyze a process for a specific purpose within technical and economical limitations.
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3
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5
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To be able to use modern techniques and calculation tools required for engineering applications.
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-
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6
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To have the awareness of professional liabilities and ethics.
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2
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7
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To be able to get involved in interdisciplined and multidisciplined team work.
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-
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8
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To be able to declare his/her opinions orally or written in a clear, concise and brief manner.
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-
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9
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To improve him/herself by following the developments in science, technology, modern issues, and know the importance of lifelong learning.
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4
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10
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To be able to evaluate engineering solutions for the global and social problems especially for the health, safety, and environmental problems.
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-
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11
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To have knowledge about of contemporary issues.
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-
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