Quiz Bowl #1

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Transcript Quiz Bowl #1

Accenture Delivery Fundamentals 2.0:
Java
Week 1 Close and Quiz Bowl
Copyright © 2012 Accenture All Rights Reserved. Accenture, its logo, and High Performance Delivered are trademarks of Accenture.
Week One Recap (1 of 12)
Module 2: Object-Oriented Concepts and
Unified Modeling Language
In this module we looked at the principles behind
the Object-Oriented Methods and their application
throughout various phases of the Software
Development Life Cycle (SDLC).
Copyright © 2012 Accenture All Rights Reserved.
2
Week One Recap (2 of 12)
Module 3: Introduction to ADS/ADM and
Software Analysis, Design and Build Overview
In Module Three we explored the Accenture
Delivery Suite (ADS), Accenture Delivery Methods
(ADM), and the Software Development Life Cycle
(SDLC), a step-by-step process followed during
systems analysis/design and other stages of
Software Development.
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3
Week One Recap (3 of 12)
Module 4: Programming Languages, Levels
and Paradigms
In Module Four we took our first look at programming
language concepts and terminology including:
 The advantages of high level programming languages.
 The differences between compiled and interpreted
programming languages.
 The concepts of Physical Machine
and Virtual Machine.
 Procedural and object-oriented
programming paradigms.
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4
Week One Recap (4 of 12)
Module 5: Software Development Environment
and Tools
In Module Five we took an overview of the basic
tools and the process for the compilation and
execution of Java and Web-based programming
using Java. We also learned about the Accenture
Foundation Platform for Java and set up our
development environment.
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5
Week One Recap (5 of 12)
Module 6: Java Programming Language
In this module we focused on the procedural
aspects of the Java language. We started with
some basic programming concepts and worked
towards increasingly complex constructs.
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6
Week One Recap (6 of 12)
Module 7: Error Handling and Assertions
In Module Seven we discussed how errors occur
in Java programs, what mechanisms can be
introduced to resolve them and how assertions
can be used to build more robust code.
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7
Week One Recap (7 of 12)
Module 8: Reuse Procedural
Programming Paradigm
In Module Eight we examined the connection
between procedural programming concepts and
the Java language. We focused on abstract data
types, their implementation, and algorithms for
searching and sorting data within
the structures.
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8
Week One Recap (8 of 12)
Module 9: Java Programming: Classes
and Objects
In this module we investigated classes and
objects and the basics of Java language.
Remember that a class is a template for an object,
and we create instances of individual objects.
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9
Week One Recap (9 of 12)
Module 10: Java Programming: Inheritance
In this module we explored the concept of
Inheritance which defines a hierarchical
parent/child relationship between classes.
Inheritance allows you to extend an existing class
to make a more specialized class.
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10
Week One Recap (10 of 12)
Module 11: Java Programming: Polymorphism
In Module Eleven we investigated Polymorphism,
the ability of methods to behave differently based
upon their context. It helps the programmer to
have multiple implementations for one interface.
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11
Week One Recap (11 of 12)
Module 12: Java Programming: Collections
In this module we looked at Collections.
Collections are objects that group together
multiple elements into a single unit, implementing
different storage, retrieval, and navigation
behaviors.
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12
Week One Recap (12 of 12)
Module 13: Java Programming: Exception Handling
In Module Thirteen we discussed Exception Handling.
An exception is an event that happens during program
execution preventing the program from continuing
normally. Exception handling is the way we manage
those conditions.
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13
Week Two Preview (1 of 2)
• Module 14: Reuse - Java OO
Programming Paradigm
• Module 15: Software Testing Overview
• Module 16: Unit Testing
• Module 17: Assembly and Production
Testing
• Module 18: Input/Output
• Module 19: Database Overview
• Module 20: JDBC
• Module 21: Introduction to Elements of
Enterprise Application
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Week Two Preview (2 of 2)
• Module 22: Enterprise Application
Patterns
• Module 23: Web Based Programming
• Module 24: Web Based Programming
XML and XSLT
• Module 25: Java EE Overview,
Servlets and JSP
• Module 26: Introduction to Spring
• Module 27: Spring MVC
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Questions and Comments
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14
Quiz Bowl Rules
1. Each team takes a turn to select a question.
2. Each question is within one of seven categories and has a value of
between 100 and 500 points.
3. Once the question is displayed and read by the Quiz Bowl Host, the
team has 10 seconds to confer on the answer and provide the team’s
response.
4. The Quiz Bowl Host then reveals the correct answer and announces
if the team’s response is correct/incorrect.
5. If the team’s response is correct, the team receives the Quiz Bowl
question point value. If the team’s response is incorrect, the team
receives 0 points.
6. If the team gets the answer correct they have the option of delivering
a brief teach back (for 50 points) to the other teams on the subject of
the question. Only one teach back per category.
7. The game ends when all of the questions have been answered.
8. The team with the most Quiz Bowl points wins the game.
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OOAD
& UML
ADS &
ADM
Concepts
Tools
Java
Basics
Classes &
Objects
More
Java!
100 100 100 100 100 100 100
200 200 200 200 200 200 200
300 300 300 300 300 300 300
400 400 400 400 400 400 400
500 500 500 500 500 500 500
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