D.1.1 |
Outline the general nature of an object. |
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D.1.2 |
Distinguish between an object (definition, template or class) and instantiation. |
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D.1.3 |
Construct unified modelling language (UML) diagrams to represent object designs. |
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D.1.4 |
Interpret UML diagrams. |
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D.1.5 |
Describe the process of decomposition into several related objects. |
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D.1.6 |
Describe the relationships between objects for a given problem. |
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D.1.7 |
Outline the need to reduce dependencies between objects in a given problem. |
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D.1.8 |
Construct related objects for a given problem. |
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D.1.9 |
Explain the need for different data types to represent data items. |
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D.1.10 |
Describe how data items can be passed to and from actions as parameters. |
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D.2.1 |
Define the term encapsulation. |
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D.2.2 |
Define the term inheritance. |
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D.2.3 |
Define the term polymorphism. |
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D.2.4 |
Explain the advantages of encapsulation. |
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D.2.5 |
Explain the advantages of inheritance. |
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D.2.6 |
Explain the advantages of polymorphism. |
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D.2.7 |
Describe the advantages of libraries of objects. |
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D.2.8 |
Describe the disadvantages of OOP. |
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D.2.9 |
Discuss the use of programming teams. |
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D.2.10 |
Explain the advantages of modularity in program development. |
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D.3.1 |
Define the terms: class, identifier, primitive, instance variable, parameter variable, local variable. |
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D.3.2 |
Define the terms: method, accessor, mutator, constructor, signature, return value. |
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D.3.3 |
Define the terms: private, protected, public, extends, static. |
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D.3.4 |
Describe the uses of the primitive data types and the reference class string. |
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D.3.5 |
Construct code to implement assessment statements D.3.1–D.3.4. |
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D.3.6 |
Construct code examples related to selection statements. |
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D.3.7 |
Construct code examples related to repetition statements. |
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D.3.8 |
Construct code examples related to static arrays. |
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D.3.9 |
Discuss the features of modern programming languages that enable internationalization. |
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D.3.10 |
Discuss the ethical and moral obligations of programmers. |
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