Learning path

Programming with objects

Design a program as classes and objects, from the UML diagram to running code.

5 steps · 21 decks

The steps, in order

Each step opens once the one before is well under way. Tap a deck to see its topics and a few cards.

  1. Step 1

    Class and object

  2. Step 2

    Relationships

  3. Step 3

    Modelling with UML

  4. Step 4

    Collections

  5. Step 5

    Memory

  6. The badge to earn

    Object thinker

    It is yours once every step is mastered.

Explorer

The object workshop

Classes, objects and messages

The path leads to this Explorer, where you get your hands on what its decks have you study.

Open the Explorer

The first step fits in one session.

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