Dec 17, 2024  
2023 - 2024 Catalog 
    
2023 - 2024 Catalog [ARCHIVED CATALOG]

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CST 171 - Event-Driven Programming

Credits: 3
Instructional Contact Hours: 3

Introduces concepts for event-driven and object-oriented programming.  Cultivates best practices for programming. Develops applications for use in a graphical user interface environment.  Emphasizes implementation of objects and event driven code.  Presents screen design and controls to create user interfaces with menus and dialog boxes. Creates projects that include multiple forms, functions and classes, arrays, and error trapping.

Prerequisite(s): CST 173   with a grade of “C” or better
Corequisite(s): None
Lecture Hours: 45 Lab Hours: 0
Meets MTA Requirement: None
Pass/NoCredit: Yes

Outcomes and Objectives
  1. Design the logic of an application.
    1. Understand data types and their proper use.
    2. Follow standard conventions for naming variables and constants.
    3. Create functions and sub procedures.
    4. Use proper modular programming in a structured environment.
    5. Develop external documentation.
  2. Create a user interface.
    1. Design a professional-looking interface.
    2. Use appropriate controls.
    3. Provide user friendly features.
    4. Implement screen display using labels and message boxes.
    5. Use common dialog boxes in a program.
  3. Code control structures.
    1. Use if statements.
    2. Use while, do-while, and for statements.
    3. Use a control array.
    4. Include internal documentation.
  4. Demonstrate understanding of objects and event-drive code.
    1. Use proper scope for declaring variables.
    2. Design screens for interactive programs.
    3. Create logical decision statements.
    4. Create logical loops.
  5. Debug programs.
    1. Use debug tools to ensure accurate output.
    2. Implement input data verification.
    3. Prove the accuracy of the output.
  6. Create applications with multiple interfaces.
    1. Design and create a project with multiple forms.
    2. Create procedures that are accessible from multiple form modules.
    3. Add a splash screen to a project.
    4. Set the startup form to start project execution.
  7. Design object-oriented programs (OOP).
    1. Create a class that has properties and methods.
    2. Use class methods to set private properties of a class.
    3. Use class methods to retrieve private properties of a class.



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