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.
- Step 1
Class and object
- Step 2
Relationships
- Step 3
Modelling with UML
- Step 4
Collections
- Step 5
Memory
- 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 ExplorerPart of this course
The first step fits in one session.
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