Standards in this Framework
Standard | Description |
---|---|
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.2.1 | 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.3.1 | 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.3.1–D.3.4. |
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. |