Chapter 1 Outcomes
Programming Paradigms
Knowledge Outcomes
Relate the terms from the chart to one of the following general concepts:
| analyzing | design | algorithm |
| documentation | testing | validating |
| maintaining | software | hardware |
| software life cycle | waterfall model | programming |
| coding | machine code or machine language |
high level language |
| keywords | identifiers | syntax |
| syntax errors | run-time errors | subprograms |
| procedure | function | predefined subprograms |
| library of subprograms | interface of the procedure | call to a procedure |
| encapsulate in a module | abstract data type (ADT) | exporting procedures |
| operations or methods | paradigms | top-down design |
| structure charts | step by step refinement | main program |
| object-based programming | class | template |
| instances | instantiate | inheritance |
| base class | override operations | parent base class |
| landscapes | queue | program execution |
| run window | output window | program execution |
| pixels | signature | parameters |
| specification of a procedure | user defined procedure | unit |
| import | module | export |
| window objects | active window | pointer |
| caret | screen coordinates | window coordinates |
State the general steps involved in the development of software (1.1).
Describe or draw the waterfall model and the iterative model for software development (1.1)
Compare the two models of software development commenting on any strengths or weaknesses they may have (1.1)
In general terms explain what is meant by procedural abstraction (1.3).
In general terms explain what is meant by data abstraction(1.3).
Describe the main differences between procedure-oriented programming and object-oriented programming (1.4)
Distinguish between objects, classes, and inheritance in object-oriented programming (1.4).
State the purpose of a structure chart, and a landscape chart when developing programs (1.4).
Use the Win class to understand the difference between an object and a class (1.9).
Run and test the "biview.t" example. Describe the relationship between procedures, objects, and classes in this example (1.9).
Distinguish between the three levels of program development introduced in the chapter: (1) procedures and functions, (2) objects, (3) classes (1.3 - 1.9).
Skills Outcomes
Use the predefined graphics procedures introduced in the chapter (1.6).
Write user-defined procedures that utilize and extend the available graphics procedures (1.7).
Differentiate between the pre-defined functions and pre-defined procedures found in the tiltSquare procedure (1.7).
Create an object called shape which uses the unit and module structures (1.8) by grouping together the following procedures:
circle, ball, square, block, tiltSquare, moon, hold