Chapter 1 Outcomes
Programming Paradigms


After completing this chapter and participating in class, you should be able to accomplish each of the following outcomes.

Knowledge Outcomes

  1. Relate the terms from the chart to one of the following general concepts:

  2. 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

  3. State the general steps involved in the development of software (1.1).

  4. Describe or draw the waterfall model and the iterative model for software development (1.1)

  5. Compare the two models of software development commenting on any strengths or weaknesses they may have (1.1)

  6. In general terms explain what is meant by procedural abstraction (1.3).

  7. In general terms explain what is meant by data abstraction(1.3).

  8. Describe the main differences between procedure-oriented programming and object-oriented programming (1.4)

  9. Distinguish between objects, classes, and inheritance in object-oriented programming (1.4).

  10. State the purpose of a structure chart, and a landscape chart when developing programs (1.4).

  11. Use the Win class to understand the difference between an object and a class (1.9).

  12. Run and test the "biview.t" example. Describe the relationship between procedures, objects, and classes in this example (1.9).

  13. 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

  1. Use the predefined graphics procedures introduced in the chapter (1.6).

  2. Write user-defined procedures that utilize and extend the available graphics procedures (1.7).

  3. Differentiate between the pre-defined functions and pre-defined procedures found in the tiltSquare procedure (1.7).

  4. Create an object called shape which uses the unit and module structures (1.8) by grouping together the following procedures:

  5. circle, ball, square, block, tiltSquare, moon, hold