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◼ 标识符的作用域 ◼ 变量的生存期 ◼ 内联函数 ◼ 带缺省值的形式参数 ◼ 函数名重载
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To develop a subclass from a superclass through inheritance (§8.2). To invoke the superclass’s constructors and methods using the super keyword (§8.3). To override methods in the subclass (§8.4). To explore the useful methods (equals(Object), hashCode(), toString(), finalize(), clone(), and getClass()) in the Object class (§8.5, §8.11 Optional). To comprehend polymorphism, dynamic binding, and generic programming (§8.6). To describe casting and explain why explicit downcasting is necessary (§8.7). To understand the effect of hiding data fields and static methods (§8.8 Optional). To restrict access to data and methods using the protected visibility modifier (§8.9). To declare constants, unmodifiable methods, and nonextendable class using the final modifier (§8.10). To initialize data using initialization blocks and distinguish between instance initialization and static initialization blocks (§8.12 Optioanl)
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⚫ To become familiar with the process of program development (§10.2). ⚫ To the relationship types: association, aggregation, composition, strong inheritance, and weak inheritance (§10.3). ⚫ To declare classes to represent the relationships among the classes (§10.3). ⚫ To design systems by identifying the classes and discovering the relationships among these classes (§10.4). ⚫ To implement the Rational class and process rational numbers using this class (§10.5). ⚫ To design classes that follow the class-design guidelines (§10.6). ⚫ To model dynamic behavior using sequence diagrams and statechart diagrams (§10.7 Optional) ⚫ To know the concept of framework-based programming using Java API (§10.8)
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◼ 整数和实数的机内表示 ◼ 位操作 ◼ 操作数的类型转换 ◼ 短路求值 ◼ 带副作用的操作符的表达式计算 ◼ 左值表达式和右值表达式
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⚫ To distinguish simple GUI components (§11.2). ⚫ To describe the Java GUI API hierarchy (§11.3). ⚫ To create user interfaces using frames, panels, and simple UI components (§11.4). ⚫ To understand the role of layout managers (§11.5). ⚫ To use the FlowLayout, GridLayout, and BorderLayout managers to layout components in a container (§11.5). ⚫ To specify colors and fonts using the Color and Font classes (§11.6-11.7). ⚫ To use JPanel as subcontainers (§11.8). ⚫ To paint graphics using the paintComponentmethod on a panel (§11.9). ⚫ To draw strings, lines, rectangles, ovals, arcs, and polygons using the drawing methods in the Graphics class (§11.9). ⚫ To center display using the FontMetricsClass (§11.10). ⚫ To develop a reusable component MessagePanel to display a message on a panel (§11.11). ⚫ To develop a reusable component StillClock to emulate an analog clock (§11.12 Optional)
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1 关系运算与逻辑运算 关系运算(比较大小) 逻辑运算 条件运算符 2 选择结构 IF 语句:单分支、双分支、多分支、嵌套 SWITCH 语句 3 循环结构 while 循环 do while 循环 for 循环 循环的终止
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1 C++ 语言概述 C++ 的发展 C++ 源程序结构与书写规范 C++ 编译器和集成开发环境 2 C++ 编程基础 C++ 字符集:标识符,关键字 C++ 数据类型与类型转换 变量、常量、符号常量 运算符、运算优先级 语句与表达式 3 简单输入输出
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1 信息的表示与存储  计算机的数字系统  常见的进制数及它们之间的转换  原码,反码与补码  非数值信息的表示 2 算法基本概念  什么是算法  算法的特征与评价  算法的描述方法  基本控制结构
文档格式:PPTX 文档大小:214.95KB 文档页数:48
◼ 数据类型的概念 ◼ C++基本数据类型 ◼ 常量与变量 ◼ 变量值的输入 ◼ 操作符 ◼ 表达式 ◼ 表达式值的输出
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⚫ To explain the concept of event-driven programming (§12.2). ⚫ To understand event, event source, and event classes (§12.2). ⚫ To declare listener classes and write the code to handle events (§11.3). ⚫ To register listener objects in the source object (§11.3). ⚫ To understand how an event is handled (§11.3). ⚫ To write programs to deal with ActionEvent (§11.3). ⚫ To write programs to deal with MouseEvent (§11.4). ⚫ To write programs to deal with KeyEvent (§11.5). ⚫ To use the Timer class to control animations (§11.6 Optional)
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