Siirry suoraan sisältöön

Game Engine ProgrammingLaajuus (5 cr)

Code: TTC8840

Credits

5 op

Teaching language

  • English

Responsible person

  • Jani Immonen

Objective

Purpose:
In the Game Engine Programming course, you will learn about the fundamental concepts, architecture, design, and programming of a multi-platform game engine. You will create a game engine from scratch using industry-standard programming languages and tools, covering topics such as the game loop, graphics pipeline, input handling, physics simulation, audio playback, scripting, and asset management. You will also learn about game engine architectures, design patterns, and optimization techniques. The course will provide an overview of the game industry and emerging trends in game engine development.

EUR-ACE Competences:
Knowledge and Understanding
Engineering practice
Communication and team-working
Multidisciplinary competences
Engineering practice
Investigations and information retrieval

Learning outcomes:
Throughout the course, you will work on hands-on programming assignments, creating a fully functional game engine and games using the engine. By the end of the course, you will have a solid understanding of game engine development and the skills needed to create high-quality games for multiple platforms.

Content

The course will cover architecture, design and programming of Game Engine. The course covers topics such as:
- Design of game/real time graphics applications
- Basics of 3D Graphics
- Hierarchical systems
- Event systems
- Parallelism.
- Linear Algebra.
- Visibility checking and optimization.
- Collision checking and response.
- Other components like input and audio.

Qualifications

Basics in programming, Data structures and algorithms, Object-oriented Programming.

Assessment criteria, satisfactory (1)

Fail 0: The student does not meet the minimum criteria set for the course.

Sufficient (1): The student is familiar with the basic topics discussed during the course. The student
is able to write a working program with assistance and employ example code.

Satisfactory (2): The student understands the most basic topics discussed during the course,
however, he/she struggles to utilize this knowledge. The student is not able to search for relevant
information independently. The student is able to write programs, but uses mostly
existing example code.

Assessment criteria, good (3)

Good (3): The student understands the most important topics discussed during the course and is
able to utilize this knowledge in the most basic cases. The student is able to utilize information about
the discussed topics. The student is able to write simple programs utilizing topics discussed during the course.

Very good (4): The student understands the most important topics discussed during the course and
is able to utilize this knowledge in most common cases. The student is able to search and
understand information about the discussed topics. The student is able to write programs utilizing topics discussed during the course.

Assessment criteria, excellent (5)

Excellent (5): The student understands all topics discussed during the course and is able to use
them in an innovative manner even in complex and challenging situations. The student is able to search and
utilize information about the discussed topics independently. The student is fluent in writing programs
using topics covered in the course.

Enrollment

18.11.2024 - 09.01.2025

Timing

13.01.2025 - 30.04.2025

Number of ECTS credits allocated

5 op

Mode of delivery

Face-to-face

Unit

School of Technology

Campus

Lutakko Campus

Teaching languages
  • English
Seats

0 - 35

Degree programmes
  • Bachelor's Degree Programme in Information and Communications Technology
  • Bachelor's Degree Programme in Information and Communications Technology
Teachers
  • Jani Immonen
Groups
  • TTV22S5
    Tieto- ja viestintätekniikka (AMK)
  • TTV22S2
    Tieto- ja viestintätekniikka (AMK)
  • TTV22S3
    Tieto- ja viestintätekniikka (AMK)
  • TIC22S1
    Bachelor's Degree Programme in Information and Communications Technology
  • TTV22S1
    Tieto- ja viestintätekniikka (AMK)
  • TTV22S4
    Tieto- ja viestintätekniikka (AMK)

Objective

Purpose:
In the Game Engine Programming course, you will learn about the fundamental concepts, architecture, design, and programming of a multi-platform game engine. You will create a game engine from scratch using industry-standard programming languages and tools, covering topics such as the game loop, graphics pipeline, input handling, physics simulation, audio playback, scripting, and asset management. You will also learn about game engine architectures, design patterns, and optimization techniques. The course will provide an overview of the game industry and emerging trends in game engine development.

EUR-ACE Competences:
Knowledge and Understanding
Engineering practice
Communication and team-working
Multidisciplinary competences
Engineering practice
Investigations and information retrieval

Learning outcomes:
Throughout the course, you will work on hands-on programming assignments, creating a fully functional game engine and games using the engine. By the end of the course, you will have a solid understanding of game engine development and the skills needed to create high-quality games for multiple platforms.

Content

The course will cover architecture, design and programming of Game Engine. The course covers topics such as:
- Design of game/real time graphics applications
- Basics of 3D Graphics
- Hierarchical systems
- Event systems
- Parallelism.
- Linear Algebra.
- Visibility checking and optimization.
- Collision checking and response.
- Other components like input and audio.

Oppimateriaali ja suositeltava kirjallisuus

Materials in the e-learning environment.

Teaching methods

- lectures
- independent study
- distance learning
- small group learning
- exercises
- learning tasks

Exam schedules

The possible date and method of the exam will be announced in the course opening.

Vaihtoehtoiset suoritustavat

The admission procedures are described in the degree rule and the study guide. The teacher of the course will give you more information on possible specific course practices.

Student workload

One credit (1 Cr) corresponds to an average of 27 hours of work.

- lectures 50 h
- assignment 55 h
- independent study 30 h
Total 135 h

Further information

Compulsory attendance to the lessons. Part of the assessment is based on attendance.

Helping other students with their assignments earns extra points for the grade.

Evaluation scale

0-5

Arviointikriteerit, tyydyttävä (1-2)

Fail 0: The student does not meet the minimum criteria set for the course.

Sufficient (1): The student is familiar with the basic topics discussed during the course. The student
is able to write a working program with assistance and employ example code.

Satisfactory (2): The student understands the most basic topics discussed during the course,
however, he/she struggles to utilize this knowledge. The student is not able to search for relevant
information independently. The student is able to write programs, but uses mostly
existing example code.

Arviointikriteerit, hyvä (3-4)

Good (3): The student understands the most important topics discussed during the course and is
able to utilize this knowledge in the most basic cases. The student is able to utilize information about
the discussed topics. The student is able to write simple programs utilizing topics discussed during the course.

Very good (4): The student understands the most important topics discussed during the course and
is able to utilize this knowledge in most common cases. The student is able to search and
understand information about the discussed topics. The student is able to write programs utilizing topics discussed during the course.

Assessment criteria, excellent (5)

Excellent (5): The student understands all topics discussed during the course and is able to use
them in an innovative manner even in complex and challenging situations. The student is able to search and
utilize information about the discussed topics independently. The student is fluent in writing programs
using topics covered in the course.

Qualifications

Basics in programming, Data structures and algorithms, Object-oriented Programming.

Enrollment

01.08.2024 - 22.08.2024

Timing

26.08.2024 - 18.12.2024

Number of ECTS credits allocated

5 op

Virtual portion

5 op

Mode of delivery

Online learning

Unit

School of Technology

Teaching languages
  • English
Seats

0 - 35

Degree programmes
  • Bachelor's Degree Programme in Information and Communications Technology
  • Bachelor's Degree Programme in Information and Communications Technology
Teachers
  • Jani Immonen
Groups
  • TTV22S5
    Tieto- ja viestintätekniikka (AMK)
  • TTV22S2
    Tieto- ja viestintätekniikka (AMK)
  • TTV22S3
    Tieto- ja viestintätekniikka (AMK)
  • TIC22S1
    Bachelor's Degree Programme in Information and Communications Technology
  • TTV22S1
    Tieto- ja viestintätekniikka (AMK)
  • TTV22SM
    Tieto- ja viestintätekniikka (AMK)
  • TTV22S4
    Tieto- ja viestintätekniikka (AMK)
  • TTV22SM2
    Tieto- ja viestintätekniikka (AMK)

Objective

Purpose:
In the Game Engine Programming course, you will learn about the fundamental concepts, architecture, design, and programming of a multi-platform game engine. You will create a game engine from scratch using industry-standard programming languages and tools, covering topics such as the game loop, graphics pipeline, input handling, physics simulation, audio playback, scripting, and asset management. You will also learn about game engine architectures, design patterns, and optimization techniques. The course will provide an overview of the game industry and emerging trends in game engine development.

EUR-ACE Competences:
Knowledge and Understanding
Engineering practice
Communication and team-working
Multidisciplinary competences
Engineering practice
Investigations and information retrieval

Learning outcomes:
Throughout the course, you will work on hands-on programming assignments, creating a fully functional game engine and games using the engine. By the end of the course, you will have a solid understanding of game engine development and the skills needed to create high-quality games for multiple platforms.

Content

The course will cover architecture, design and programming of Game Engine. The course covers topics such as:
- Design of game/real time graphics applications
- Basics of 3D Graphics
- Hierarchical systems
- Event systems
- Parallelism.
- Linear Algebra.
- Visibility checking and optimization.
- Collision checking and response.
- Other components like input and audio.

Oppimateriaali ja suositeltava kirjallisuus

Materials in the e-learning environment.

Teaching methods

- lectures
- independent study
- distance learning
- small group learning
- exercises
- learning tasks

Exam schedules

The possible date and method of the exam will be announced in the course opening.

Vaihtoehtoiset suoritustavat

The admission procedures are described in the degree rule and the study guide. The teacher of the course will give you more information on possible specific course practices.

Student workload

One credit (1 Cr) corresponds to an average of 27 hours of work.

- lectures 50 h
- assignment 55 h
- independent study 30 h
Total 135 h

Further information

Grading is based on assignments.

Evaluation scale

0-5

Arviointikriteerit, tyydyttävä (1-2)

Fail 0: The student does not meet the minimum criteria set for the course.

Sufficient (1): The student is familiar with the basic topics discussed during the course. The student
is able to write a working program with assistance and employ example code.

Satisfactory (2): The student understands the most basic topics discussed during the course,
however, he/she struggles to utilize this knowledge. The student is not able to search for relevant
information independently. The student is able to write programs, but uses mostly
existing example code.

Arviointikriteerit, hyvä (3-4)

Good (3): The student understands the most important topics discussed during the course and is
able to utilize this knowledge in the most basic cases. The student is able to utilize information about
the discussed topics. The student is able to write simple programs utilizing topics discussed during the course.

Very good (4): The student understands the most important topics discussed during the course and
is able to utilize this knowledge in most common cases. The student is able to search and
understand information about the discussed topics. The student is able to write programs utilizing topics discussed during the course.

Assessment criteria, excellent (5)

Excellent (5): The student understands all topics discussed during the course and is able to use
them in an innovative manner even in complex and challenging situations. The student is able to search and
utilize information about the discussed topics independently. The student is fluent in writing programs
using topics covered in the course.

Qualifications

Basics in programming, Data structures and algorithms, Object-oriented Programming.

Enrollment

20.11.2023 - 04.01.2024

Timing

08.01.2024 - 30.04.2024

Number of ECTS credits allocated

5 op

Mode of delivery

Face-to-face

Unit

School of Technology

Teaching languages
  • English
Seats

0 - 35

Degree programmes
  • Bachelor's Degree Programme in Information and Communications Technology
  • Bachelor's Degree Programme in Information and Communications Technology
Teachers
  • Jani Immonen
Groups
  • TTV21S3
    Tieto- ja viestintätekniikka (AMK)
  • TTV21S5
    Tieto- ja viestintätekniikka (AMK)
  • TIC21S1
    Bachelor's Degree Programme in Information and Communications Technology
  • TTV21S2
    Tieto- ja viestintätekniikka (AMK)
  • TTV21S1
    Tieto- ja viestintätekniikka (AMK)

Objective

Purpose:
In the Game Engine Programming course, you will learn about the fundamental concepts, architecture, design, and programming of a multi-platform game engine. You will create a game engine from scratch using industry-standard programming languages and tools, covering topics such as the game loop, graphics pipeline, input handling, physics simulation, audio playback, scripting, and asset management. You will also learn about game engine architectures, design patterns, and optimization techniques. The course will provide an overview of the game industry and emerging trends in game engine development.

EUR-ACE Competences:
Knowledge and Understanding
Engineering practice
Communication and team-working
Multidisciplinary competences
Engineering practice
Investigations and information retrieval

Learning outcomes:
Throughout the course, you will work on hands-on programming assignments, creating a fully functional game engine and games using the engine. By the end of the course, you will have a solid understanding of game engine development and the skills needed to create high-quality games for multiple platforms.

Content

The course will cover architecture, design and programming of Game Engine. The course covers topics such as:
- Design of game/real time graphics applications
- Basics of 3D Graphics
- Hierarchical systems
- Event systems
- Parallelism.
- Linear Algebra.
- Visibility checking and optimization.
- Collision checking and response.
- Other components like input and audio.

Oppimateriaali ja suositeltava kirjallisuus

Materials in the e-learning environment.

Teaching methods

- lectures
- independent study
- distance learning
- small group learning
- exercises
- learning tasks

Exam schedules

The possible date and method of the exam will be announced in the course opening.

Vaihtoehtoiset suoritustavat

The admission procedures are described in the degree rule and the study guide. The teacher of the course will give you more information on possible specific course practices.

Student workload

One credit (1 Cr) corresponds to an average of 27 hours of work.

- lectures 50 h
- assignment 55 h
- independent study 30 h
Total 135 h

Further information

Compulsory attendance to the lessons. Part of the assessment is based on attendance.

Helping other students with their assignments earns extra points for the grade.

Evaluation scale

0-5

Arviointikriteerit, tyydyttävä (1-2)

Fail 0: The student does not meet the minimum criteria set for the course.

Sufficient (1): The student is familiar with the basic topics discussed during the course. The student
is able to write a working program with assistance and employ example code.

Satisfactory (2): The student understands the most basic topics discussed during the course,
however, he/she struggles to utilize this knowledge. The student is not able to search for relevant
information independently. The student is able to write programs, but uses mostly
existing example code.

Arviointikriteerit, hyvä (3-4)

Good (3): The student understands the most important topics discussed during the course and is
able to utilize this knowledge in the most basic cases. The student is able to utilize information about
the discussed topics. The student is able to write simple programs utilizing topics discussed during the course.

Very good (4): The student understands the most important topics discussed during the course and
is able to utilize this knowledge in most common cases. The student is able to search and
understand information about the discussed topics. The student is able to write programs utilizing topics discussed during the course.

Assessment criteria, excellent (5)

Excellent (5): The student understands all topics discussed during the course and is able to use
them in an innovative manner even in complex and challenging situations. The student is able to search and
utilize information about the discussed topics independently. The student is fluent in writing programs
using topics covered in the course.

Qualifications

Basics in programming, Data structures and algorithms, Object-oriented Programming.

Enrollment

01.08.2023 - 24.08.2023

Timing

28.08.2023 - 19.12.2023

Number of ECTS credits allocated

5 op

Virtual portion

5 op

Mode of delivery

Online learning

Unit

School of Technology

Teaching languages
  • English
Seats

0 - 35

Degree programmes
  • Bachelor's Degree Programme in Information and Communications Technology
Teachers
  • Jani Immonen
Groups
  • TTV21S3
    Tieto- ja viestintätekniikka (AMK)
  • TTV21S5
    Tieto- ja viestintätekniikka (AMK)
  • TTV21SM
    Tieto- ja viestintätekniikka (AMK)
  • TTV21S2
    Tieto- ja viestintätekniikka (AMK)
  • TTV21S1
    Tieto- ja viestintätekniikka (AMK)

Objective

Purpose:
In the Game Engine Programming course, you will learn about the fundamental concepts, architecture, design, and programming of a multi-platform game engine. You will create a game engine from scratch using industry-standard programming languages and tools, covering topics such as the game loop, graphics pipeline, input handling, physics simulation, audio playback, scripting, and asset management. You will also learn about game engine architectures, design patterns, and optimization techniques. The course will provide an overview of the game industry and emerging trends in game engine development.

EUR-ACE Competences:
Knowledge and Understanding
Engineering practice
Communication and team-working
Multidisciplinary competences
Engineering practice
Investigations and information retrieval

Learning outcomes:
Throughout the course, you will work on hands-on programming assignments, creating a fully functional game engine and games using the engine. By the end of the course, you will have a solid understanding of game engine development and the skills needed to create high-quality games for multiple platforms.

Content

The course will cover architecture, design and programming of Game Engine. The course covers topics such as:
- Design of game/real time graphics applications
- Basics of 3D Graphics
- Hierarchical systems
- Event systems
- Parallelism.
- Linear Algebra.
- Visibility checking and optimization.
- Collision checking and response.
- Other components like input and audio.

Oppimateriaali ja suositeltava kirjallisuus

Materials in the e-learning environment.

Teaching methods

- lectures
- independent study
- distance learning
- small group learning
- exercises
- learning tasks

Exam schedules

The possible date and method of the exam will be announced in the course opening.

Vaihtoehtoiset suoritustavat

The admission procedures are described in the degree rule and the study guide. The teacher of the course will give you more information on possible specific course practices.

Student workload

One credit (1 Cr) corresponds to an average of 27 hours of work.

- lectures 50 h
- assignment 55 h
- independent study 30 h
Total 135 h

Further information

Grading is based on assignments.

Evaluation scale

0-5

Arviointikriteerit, tyydyttävä (1-2)

Fail 0: The student does not meet the minimum criteria set for the course.

Sufficient (1): The student is familiar with the basic topics discussed during the course. The student
is able to write a working program with assistance and employ example code.

Satisfactory (2): The student understands the most basic topics discussed during the course,
however, he/she struggles to utilize this knowledge. The student is not able to search for relevant
information independently. The student is able to write programs, but uses mostly
existing example code.

Arviointikriteerit, hyvä (3-4)

Good (3): The student understands the most important topics discussed during the course and is
able to utilize this knowledge in the most basic cases. The student is able to utilize information about
the discussed topics. The student is able to write simple programs utilizing topics discussed during the course.

Very good (4): The student understands the most important topics discussed during the course and
is able to utilize this knowledge in most common cases. The student is able to search and
understand information about the discussed topics. The student is able to write programs utilizing topics discussed during the course.

Assessment criteria, excellent (5)

Excellent (5): The student understands all topics discussed during the course and is able to use
them in an innovative manner even in complex and challenging situations. The student is able to search and
utilize information about the discussed topics independently. The student is fluent in writing programs
using topics covered in the course.

Qualifications

Basics in programming, Data structures and algorithms, Object-oriented Programming.

Enrollment

01.11.2022 - 05.01.2023

Timing

09.01.2023 - 28.04.2023

Number of ECTS credits allocated

5 op

Mode of delivery

Face-to-face

Unit

School of Technology

Campus

Lutakko Campus

Teaching languages
  • English
Seats

0 - 30

Degree programmes
  • Bachelor's Degree Programme in Information and Communications Technology
Teachers
  • Jani Immonen

Objective

Purpose:
In the Game Engine Programming course, you will learn about the fundamental concepts, architecture, design, and programming of a multi-platform game engine. You will create a game engine from scratch using industry-standard programming languages and tools, covering topics such as the game loop, graphics pipeline, input handling, physics simulation, audio playback, scripting, and asset management. You will also learn about game engine architectures, design patterns, and optimization techniques. The course will provide an overview of the game industry and emerging trends in game engine development.

EUR-ACE Competences:
Knowledge and Understanding
Engineering practice
Communication and team-working
Multidisciplinary competences
Engineering practice
Investigations and information retrieval

Learning outcomes:
Throughout the course, you will work on hands-on programming assignments, creating a fully functional game engine and games using the engine. By the end of the course, you will have a solid understanding of game engine development and the skills needed to create high-quality games for multiple platforms.

Content

The course will cover architecture, design and programming of Game Engine. The course covers topics such as:
- Design of game/real time graphics applications
- Basics of 3D Graphics
- Hierarchical systems
- Event systems
- Parallelism.
- Linear Algebra.
- Visibility checking and optimization.
- Collision checking and response.
- Other components like input and audio.

Oppimateriaali ja suositeltava kirjallisuus

Materials in the e-learning environment.

Teaching methods

- lectures
- independent study
- distance learning
- small group learning
- exercises
- learning tasks

Exam schedules

The possible date and method of the exam will be announced in the course opening.

Vaihtoehtoiset suoritustavat

The admission procedures are described in the degree rule and the study guide. The teacher of the course will give you more information on possible specific course practices.

Student workload

One credit (1 Cr) corresponds to an average of 27 hours of work.

- lectures 50 h
- assignment 55 h
- independent study 30 h
Total 135 h

Further information

Grading is based on assignments.

Evaluation scale

0-5

Arviointikriteerit, tyydyttävä (1-2)

Fail 0: The student does not meet the minimum criteria set for the course.

Sufficient (1): The student is familiar with the basic topics discussed during the course. The student
is able to write a working program with assistance and employ example code.

Satisfactory (2): The student understands the most basic topics discussed during the course,
however, he/she struggles to utilize this knowledge. The student is not able to search for relevant
information independently. The student is able to write programs, but uses mostly
existing example code.

Arviointikriteerit, hyvä (3-4)

Good (3): The student understands the most important topics discussed during the course and is
able to utilize this knowledge in the most basic cases. The student is able to utilize information about
the discussed topics. The student is able to write simple programs utilizing topics discussed during the course.

Very good (4): The student understands the most important topics discussed during the course and
is able to utilize this knowledge in most common cases. The student is able to search and
understand information about the discussed topics. The student is able to write programs utilizing topics discussed during the course.

Assessment criteria, excellent (5)

Excellent (5): The student understands all topics discussed during the course and is able to use
them in an innovative manner even in complex and challenging situations. The student is able to search and
utilize information about the discussed topics independently. The student is fluent in writing programs
using topics covered in the course.

Qualifications

Basics in programming, Data structures and algorithms, Object-oriented Programming.

Enrollment

01.08.2022 - 25.08.2022

Timing

29.08.2022 - 16.12.2022

Number of ECTS credits allocated

5 op

Virtual portion

5 op

Mode of delivery

Online learning

Unit

School of Technology

Campus

Lutakko Campus

Teaching languages
  • English
Seats

0 - 70

Degree programmes
  • Bachelor's Degree Programme in Information and Communications Technology
Teachers
  • Jani Immonen

Objective

Purpose:
In the Game Engine Programming course, you will learn about the fundamental concepts, architecture, design, and programming of a multi-platform game engine. You will create a game engine from scratch using industry-standard programming languages and tools, covering topics such as the game loop, graphics pipeline, input handling, physics simulation, audio playback, scripting, and asset management. You will also learn about game engine architectures, design patterns, and optimization techniques. The course will provide an overview of the game industry and emerging trends in game engine development.

EUR-ACE Competences:
Knowledge and Understanding
Engineering practice
Communication and team-working
Multidisciplinary competences
Engineering practice
Investigations and information retrieval

Learning outcomes:
Throughout the course, you will work on hands-on programming assignments, creating a fully functional game engine and games using the engine. By the end of the course, you will have a solid understanding of game engine development and the skills needed to create high-quality games for multiple platforms.

Content

The course will cover architecture, design and programming of Game Engine. The course covers topics such as:
- Design of game/real time graphics applications
- Basics of 3D Graphics
- Hierarchical systems
- Event systems
- Parallelism.
- Linear Algebra.
- Visibility checking and optimization.
- Collision checking and response.
- Other components like input and audio.

Oppimateriaali ja suositeltava kirjallisuus

Materials in the e-learning environment.

Teaching methods

- lectures
- independent study
- distance learning
- small group learning
- exercises
- learning tasks

Exam schedules

The possible date and method of the exam will be announced in the course opening.

Vaihtoehtoiset suoritustavat

The admission procedures are described in the degree rule and the study guide. The teacher of the course will give you more information on possible specific course practices.

Student workload

One credit (1 Cr) corresponds to an average of 27 hours of work.

- lectures 50 h
- assignment 55 h
- independent study 30 h
Total 135 h

Further information

Grading is based on assignments.

Evaluation scale

0-5

Arviointikriteerit, tyydyttävä (1-2)

Fail 0: The student does not meet the minimum criteria set for the course.

Sufficient (1): The student is familiar with the basic topics discussed during the course. The student
is able to write a working program with assistance and employ example code.

Satisfactory (2): The student understands the most basic topics discussed during the course,
however, he/she struggles to utilize this knowledge. The student is not able to search for relevant
information independently. The student is able to write programs, but uses mostly
existing example code.

Arviointikriteerit, hyvä (3-4)

Good (3): The student understands the most important topics discussed during the course and is
able to utilize this knowledge in the most basic cases. The student is able to utilize information about
the discussed topics. The student is able to write simple programs utilizing topics discussed during the course.

Very good (4): The student understands the most important topics discussed during the course and
is able to utilize this knowledge in most common cases. The student is able to search and
understand information about the discussed topics. The student is able to write programs utilizing topics discussed during the course.

Assessment criteria, excellent (5)

Excellent (5): The student understands all topics discussed during the course and is able to use
them in an innovative manner even in complex and challenging situations. The student is able to search and
utilize information about the discussed topics independently. The student is fluent in writing programs
using topics covered in the course.

Qualifications

Basics in programming, Data structures and algorithms, Object-oriented Programming.