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MODULE DESCRIPTOR
Module Title
Object Oriented Programming
Reference CMM504 Version 5
Created April 2017 SCQF Level SCQF 11
Approved April 2005 SCQF Points 15
Amended August 2017 ECTS Points 7.5

Aims of Module
To extend the student's knowledge and proficiency in object oriented design to include class design by inheritance. To introduce issues of object oriented design that arise in the develoment of interactive programs that incorporate a graphicial user interface.

Learning Outcomes for Module
On completion of this module, students are expected to be able to:
1 Demonstrate extended knowledge and understanding of object oriented design concepts, inheritance, interface and abstract classes.
2 Apply the principle of class inheritance (in addition to composition and association) to construct hierarchies of new classes including components required for graphical interfaces.
3 Use an event handling model to identify components and interactions required to design an interactive object oriented program.
4 Implement object oriented programs that incorporate a graphical user interface.

Indicative Module Content
A major theme of the module will be the use of constructive object oriented techniques (especially inheritance) in the design of class hierarchies. The module will focus on the particular application of inheritance to the design and implementation of interactive object oriented programs that incorporate a graphical user interface. Module content will cover inheritance, interfaces, abstract classes, polymorphism, graphical toolkits, event handling model, graphical interfaces for applications and applets, exception handling. The module content will continue to emphasise use of an appropriate methodolgy (UML) to guide and document the design process.

Module Delivery
Key concepts and ideas are introduced in lectures. Tutorials are used to develop and evaluate design ideas (using Unified Modelling Language) before implementation. In the lab sessions, the students will learn practical aspects of object oriented programming including the use of existing packages for development of graphical user interfaces and programming tools that aid the development process.

Indicative Student Workload Full Time Part Time
Contact Hours 44 44
Non-Contact Hours 106 106
Placement/Work-Based Learning Experience [Notional] Hours N/A N/A
TOTAL 150 150
Actual Placement hours for professional, statutory or regulatory body    

ASSESSMENT PLAN
If a major/minor model is used and box is ticked, % weightings below are indicative only.
Component 1
Type: Practical Exam Weighting: 100% Outcomes Assessed: 1, 2, 3, 4
Description: A multi-part practical exam

MODULE PERFORMANCE DESCRIPTOR
Explanatory Text
Student must achieve a grade D or better to pass the module. Marks from parts of the practical exams are combined to calculate the module grade.
Module Grade Minimum Requirements to achieve Module Grade:
A The student needs to achieve an A in C1.
B The student needs to achieve an B in C1.
C The student needs to achieve an C in C1.
D The student needs to achieve an D in C1.
E The student needs to achieve an E in C1.
F The student needs to achieve an F in C1.
NS Non-submission of work by published deadline or non-attendance for examination

Module Requirements
Prerequisites for Module None in addition to course requirements.
Corequisites for module None.
Precluded Modules None.

INDICATIVE BIBLIOGRAPHY
1 DEITEL, P. AND DEITEL, J., 2015. Java: How to program. Pearson Education.
2 CORNELL, G. AND HORSTMANN, C., 2008. Core Java 2 - Volume 1 Fundamentals. Prentice Hall.
3 STEVENS, P. AND POOLEY, R., 2000. USING UML: Software Engineering with Objects and Components. Addison Wesley.


Robert Gordon University, Garthdee House, Aberdeen, AB10 7QB, Scotland, UK: a Scottish charity, registration No. SC013781