Object Oriented Programming with C# – Beginner to Advanced
Object Oriented Programming with C# – Beginner to Advanced, available at $74.99, has an average rating of 4.46, with 73 lectures, based on 1845 reviews, and has 10531 subscribers.
You will learn about Understand and Implement The Best Object Oriented Programming (OOP) Practices Write Better and Cleaner Code Understand Fields & Properties, The relationship between them and the tidbits of Properties Create Constructors, Constructors Chaining, Automated Constructors and more The .this and .base keywords, what is their purpose, when, why and how to use them Namespaces and how they help us organize our code better Implementing the 5 Access Modifiers Understand the Concept behind the 4 Pillars of Object Oriented Programming Inheritance, Base and Derived Classes Abstraction, Abstract Classes and Interfaces, when to use which and what is the difference between them Encapsulation or how to hide your code Polymorphism, write less and more optimized code Cohesion & Coupling Many, many Quality Code Tips and Guidelines throughout the course This course is ideal for individuals who are Anyone who want to learn Object Oriented Programming and take their coding skills to the next level or Anyone who wants to refresh their knowledge about Object Oriented Programming or Anyone who has interest in the field It is particularly useful for Anyone who want to learn Object Oriented Programming and take their coding skills to the next level or Anyone who wants to refresh their knowledge about Object Oriented Programming or Anyone who has interest in the field.
Enroll now: Object Oriented Programming with C# – Beginner to Advanced
Summary
Title: Object Oriented Programming with C# – Beginner to Advanced
Price: $74.99
Average Rating: 4.46
Number of Lectures: 73
Number of Published Lectures: 73
Number of Curriculum Items: 85
Number of Published Curriculum Objects: 85
Original Price: $199.99
Quality Status: approved
Status: Live
What You Will Learn
- Understand and Implement The Best Object Oriented Programming (OOP) Practices
- Write Better and Cleaner Code
- Understand Fields & Properties, The relationship between them and the tidbits of Properties
- Create Constructors, Constructors Chaining, Automated Constructors and more
- The .this and .base keywords, what is their purpose, when, why and how to use them
- Namespaces and how they help us organize our code better
- Implementing the 5 Access Modifiers
- Understand the Concept behind the 4 Pillars of Object Oriented Programming
- Inheritance, Base and Derived Classes
- Abstraction, Abstract Classes and Interfaces, when to use which and what is the difference between them
- Encapsulation or how to hide your code
- Polymorphism, write less and more optimized code
- Cohesion & Coupling
- Many, many Quality Code Tips and Guidelines throughout the course
Who Should Attend
- Anyone who want to learn Object Oriented Programming and take their coding skills to the next level
- Anyone who wants to refresh their knowledge about Object Oriented Programming
- Anyone who has interest in the field
Target Audiences
- Anyone who want to learn Object Oriented Programming and take their coding skills to the next level
- Anyone who wants to refresh their knowledge about Object Oriented Programming
- Anyone who has interest in the field
This course will lay the foundations of Object Oriented Programming (OOP) in your mind, allowing you to progress to more systematic and cleanerProgramming methods.
The course is aimed at students who have at least some coding experience, preferably with C# (but Java or any other similar language is also acceptable).
There are so many things that you will learn in this course, some of the most noted ones are:
- What is an object and a class
- What is object oriented programming
- Class Constructors
- Namespaces
- Should you or should you not use the “this” keyword
- Fields and Properties
- Different ways in which Properties can be used
- Const and Readonly constants, the difference between them and how to use them
- Static Fields and Static (Singleton) Classes
- Enumerations
- Access Modifiers
- The 4 Pillars of Object Oriented Programming – Inheritance, Abstraction, Encapsulation, Polymorphism
- Many, many quality code guidelines
Each of these topics will be looked upon in great detail, and each of them are accompanied by a variety of Exercises. Practice makes perfect.
There are tons and tons of tutorials on Youtube, so why would you have to pay for this course?
The answer is very simple, in this course you will get every single lecture systemized in such way, that it ensures smooth transition between the previous and the following topic. Guaranteeing great learning experience.
There are no stones left unturned, everything is explained in great detail (but not too much, that would be boring 🙂 )
The video lectures in the course are produced with the highest possible audio and video quality. No static noises to disturb you while you watch the videos, no blurry images, everything is crystal clear with crisp audio!
Course Curriculum
Chapter 1: Introduction
Lecture 1: Brief Introduction to the Course
Lecture 2: BONUS: Shortcuts and Quality Code Tips PDF
Lecture 3: BONUS: Magic Destroyers Project – Guidelines PDF
Chapter 2: The Building Blocks of a Class (Object)
Lecture 1: Intro to Object Oriented Programming – OOP
Lecture 2: Creating a Basic Object (Class) in C#
Lecture 3: Fields and Properties – The Variables of a Class and The Difference Between Them
Lecture 4: The Actions of a Class – Methods
Lecture 5: Constructing a Class – What is The Purpose of Constructors?
Lecture 6: Structuring The Files in Our Project – Namespaces
Lecture 7: The Building Blocks of a Class – Source Code
Chapter 3: Project Part 1
Lecture 1: Project Part 1 – Introduction to the Project, Class and Class Members Creation
Lecture 2: Project part 1 – Source Code
Chapter 4: Properties
Lecture 1: Hiding Fields with Properties
Lecture 2: Read, Write and ReadWrite Properties
Lecture 3: Logic to Validate Properties
Lecture 4: Exceptions in Object Oriented Programming
Lecture 5: Properties – Source Code
Chapter 5: Project Part 2
Lecture 1: Project Part 2 – Adding & Validating The Properties of our Classes
Lecture 2: Project Part 2 – Properties – Source Code
Chapter 6: Constructors
Lecture 1: The THIS Keyword, When and Why to Use It
Lecture 2: It All Comes Together
Lecture 3: Multiple Constructors in a Single Class
Lecture 4: Reusing Constructors – Constructors Chaining
Lecture 5: Generating Automated Constructors
Lecture 6: Constructors – Source Code
Chapter 7: Project Part 3
Lecture 1: Project Part 3 – Final Constructors for our Classes
Lecture 2: Project Part 3 – Source Code
Chapter 8: Access Modifiers
Lecture 1: Public and Private Access Modifiers
Lecture 2: Internal and Protected Access Modifiers
Lecture 3: Access Modifiers – Source code
Chapter 9: Static
Lecture 1: Static Fields And Their Purpose
Lecture 2: Constants in C# – Const and ReadOnly and The Difference Between Them
Lecture 3: Static Methods
Lecture 4: Static Class (Singleton Design Pattern) And What You Can Do With It
Lecture 5: Enumerations – Limit The Input Options To Defend Your Code
Lecture 6: Static – Source code
Chapter 10: Project Part 4
Lecture 1: Project Part 4 – Adding Static Classes and Members, and Enums Where Necessary
Lecture 2: Project Part 4 – Source Code
Chapter 11: Inheritance – 1 of 4 Pillars of Object Oriented Programming
Lecture 1: Inheritance Introduction – Reuse Your Code, Don't Rewrite It!
Lecture 2: Constructors in Inheriting Classes
Lecture 3: Difference Between .base and .this Keywords
Lecture 4: Virtual Methods and Properties – Same Method, Different Implementation
Lecture 5: Is-A and Has-A Relationships
Lecture 6: Inheritance – Source Code
Chapter 12: Project Part 5
Lecture 1: Project Part 5 – Inheritance, Eliminating Redundant Code
Lecture 2: Project Part 5 – Inheritance – Source Code
Chapter 13: Abstraction – 2 of 4 Pillars of Object Oriented Programming
Lecture 1: Why and What is Abstraction
Lecture 2: Interfaces – The Skeleton of a Class
Lecture 3: A Little More on Interfaces – One Lecture is Not Enough!
Lecture 4: Abstract Classes and Difference With Interfaces
Lecture 5: Abstraction – Source Code
Chapter 14: Project Part 6
Lecture 1: Project Part 6 – Implementing Abstraction (Classes & Interfaces) in the project
Lecture 2: Project Part 6 – Abstraction – Source Code
Chapter 15: Encapsulation – 3 of 4 Pillars of Object Oriented Programming
Lecture 1: What is the Point of Encapsulation?
Chapter 16: Polymorphism – 4 of 4 Pillars of Object Oriented Programming
Lecture 1: Introduction to Polymorphism
Lecture 2: Different Classes in a Single Class Type Collection
Lecture 3: Abstracting Collections to Generalize Methods
Lecture 4: Final Quality Code Guidelines
Lecture 5: Polymorphism – Source Code
Chapter 17: Project Part 7
Lecture 1: Project Part 7 – Implementing Polymorphism where applicable
Lecture 2: Project Part 7 – Polymorphism – Source Code
Chapter 18: Finishing the Project
Lecture 1: Project Part 8 – Characters Initialization
Lecture 2: Project Part 9 – Mocking Up The Game Logic
Lecture 3: Project Part 10 – To Couple or Not To Couple
Lecture 4: Project Part 11 – Populating The Abilities
Lecture 5: Project Part 12 – Finishing The Game Logic
Lecture 6: Project Part 13 – The PlayersInfo Class Explained
Lecture 7: Project Part 14 – Dedicated Constants File
Lecture 8: Project Part 15 – Tools Static Class
Lecture 9: Final Project Source Code
Instructors
-
Tod Vachev
Best Selling Instructor 100,000+ Students, Robotics Engineer
Rating Distribution
- 1 stars: 11 votes
- 2 stars: 33 votes
- 3 stars: 186 votes
- 4 stars: 647 votes
- 5 stars: 968 votes
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