D - Object-oriented programming

D - Object-oriented programming

D.1 Objects as a programming concept

  • D.1.1 Outline the general nature of an object.

  • D.1.2 Distinguish between an object (definition, template or class) and instantiation.

  • D.1.3 Construct unified modelling language (UML) diagrams to represent object designs.

  • D.1.4 Interpret UML diagrams.

  • D.1.5 Describe the process of decomposition into several related objects

  • D.1.6 Describe the relationships between objects for a given problem.

  • D.1.7 Outline the need to reduce dependencies between objects in a given problem.

  • D.1.8 Construct related objects for a given problem.

  • D.1.9 Explain the need for different data types to represent data items.

  • D.1.10 Describe how data items can be passed to and from actions as parameters.

D.2 Features of OOP

  • D.2.1 Define the term encapsulation.

  • D.2.2 Define the term inheritance.

  • D.2.3 Define the term polymorphism.

  • D.2.4 Explain the advantages of encapsulation.

  • D.2.5 Explain the advantages of inheritance.

  • D.2.6 Explain the advantages of polymorphism.

  • D.2.7 Describe the advantages of libraries of objects.

  • D.2.8 Describe the disadvantages of OOP.

  • D.2.9 Discuss the use of programming teams.

  • D.2.10 Explain the advantages of modularity in program development.

D.3 Program development

  • D.3.1 Define the terms: class, identifier, primitive, instance variable, parameter variable, local variable.

  • D.3.2 Define the terms: method, accessor, mutator, constructor, signature, return value.

  • D.3.3 Define the terms: private, protected, public, extends, static.

  • D.3.4 Describe the uses of the primitive data types and the reference class string.

  • D.3.5 Construct code to implement assessment statements.

  • D.3.6 Construct code examples related to selection statements.

  • D.3.7 Construct code examples related to repetition statements.

  • D.3.8 Construct code examples related to static arrays

  • D.3.9 Discuss the features of modern programming languages that enable internationalization.

  • D.3.10 Discuss the ethical and moral obligations of programmers.

D.4 Advanced program development (HL)

  • D.4.1 Define the term recursion.

  • D.4.2 Describe the application of recursive algorithms.

  • D.4.3 Construct algorithms that use recursion.

  • D.4.4 Trace recursive algorithms.

  • D.4.5 Define the term object reference.

  • D.4.6 Construct algorithms that use reference mechanisms.

  • D.4.7 Identify the features of the abstract data type (ADT) list.

  • D.4.8 Describe applications of lists.

  • D.4.9 Construct algorithms using a static implementation of a list.

  • D.4.10 Construct list algorithms using object references.

  • D.4.11 Construct algorithms using the standard library collections included in JETS.

  • D.4.12 Trace algorithms using the implementations described in assessment statements .

  • D.4.13 Explain the advantages of using library collections.

  • D.4.14 Outline the features of ADT’s stack, queue and binary tree.

  • D.4.15 Explain the importance of style and naming conventions in code.

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