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CS1OP: Object-Oriented Programming

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CS1OP: Object-Oriented Programming

Module code: CS1OP

Module provider: Computer Science; School of Mathematical, Physical and Computational Sciences

Credits: 20

Level: Level 1 (Certificate)

When you'll be taught: Semester 2

Module convenor: Dr Pat Parslow, email: p.parslow@reading.ac.uk

Pre-requisite module(s):

Co-requisite module(s): IN THE SAME YEAR AS TAKING THIS MODULE YOU MUST TAKE CS1IP (Compulsory)

Pre-requisite or Co-requisite module(s):

Module(s) excluded:

Placement information: NA

Academic year: 2024/5

Available to visiting students: Yes

Talis reading list: Yes

Last updated: 21 May 2024

Overview

Module aims and purpose

Programming is a core skill in Computer Science. Building on the previous semester’s module on Imperative Programming, this module introduces Object-Oriented Programming (OOP), which is the dominant paradigm in modern software development. This module will introduce Java’s object-oriented features, such as classes, methods, interfaces, inheritance and generics.

Objects make it easier to write programs in a modular way, which is advantageous when working on larger projects or as part of a team. Therefore the focus of this module will be on more complex problems, where the solution will usually involve writing several classes and using APIs from Java’s standard library. Students will use an edit-compile-run cycle when developing programs.

On the conceptual side, the module will introduce principles for decomposing a large problem into smaller classes, including some common design patterns in OOP.

Students will also be able to demonstrate their abilities in developing a program in collaboration with a team, using git to share and merge source code.

Module learning outcomes

By the end of the module, it is expected that students will be able to:

  1. Decompose a problem into multiple classes, recognising and applying common design patterns, showing the resulting design as a class diagram;
  2. Write, compile, run, test and document a Java program that implements the design shown in a class diagram;
  3. Justify or critique an OOP design using concepts such as encapsulation, polymorphism, abstraction and inheritance; and
  4. Use external libraries to reduce development effort, reading API documentation as necessary.

Module content

Features of Java beyond imperative programming:

  • Classes, objects, methods, properties, “new”, packages
  • Interfaces, inheritance, dynamic dispatch/subtype polymorphism
  • Generics/parametric polymorphism
  • Exceptions
  • Threads

Common Java APIs:

  • Collections: List, Set, Queue, Map
  • GUI/graphics programming: Swing or JavaFX

OOP design:

  • Encapsulation, abstraction and polymorphism
  • Class diagrams
  • Common design patterns

Software development:

  • The edit-compile-run cycle
  • Working on a project with multiple source files in a programmer’s text editor or IDE
  • ڹϳ API documentation and compiling with external libraries
  • Merging code with git
  • Writing unit tests with JUnit

Topics covered lie mainly within the ACM Computer Science Curricula 2013 knowledge area “Programming Languages”, especially “Object-Oriented Programming” and “Event-Driven and Reactive Programming”. There is some coverage of other knowledge areas, such as “Software Engineering”.

Recommended textbook:

  • Java How To Program, Late Objects, Global Edition, 11th Edition, by Deitel & Deitel

Secondary textbook:

  • Core Java, Volume I: Fundamentals, 12th Edition, by Cay Horstmann

Structure

Teaching and learning methods

The module will introduce programming language concepts through lectures. Students will then be able to apply these concepts in practicals.

Compared with the Imperative Programming module, new programming language concepts will be introduced through a smaller number of more complex examples and small projects. The APIs covered will be used to provide examples of some of the OOP concepts. For example, the Collections API illustrates both subtype and parametric polymorphism, while GUI libraries typically illustrate many design patterns, such as Factory and Observer. One of the projects will provide an opportunity for students to work in groups, so they get some experience of teamwork, both from the social perspective and the technical perspective.

The start of the module will include an orientation session, where students will set up a suitable development environment, for example in IntelliJ or VS Code.

Study hours

At least 44 hours of scheduled teaching and learning activities will be delivered in person, with the remaining hours for scheduled and self-scheduled teaching and learning activities delivered either in person or online. You will receive further details about how these hours will be delivered before the start of the module.


 Scheduled teaching and learning activities  Semester 1  Semester 2 ܳ
Lectures 22
Seminars
Tutorials
Project Supervision
Demonstrations
Practical classes and workshops 22
Supervised time in studio / workshop
Scheduled revision sessions
Feedback meetings with staff
Fieldwork
External visits
Work-based learning


 Self-scheduled teaching and learning activities  Semester 1  Semester 2 ܳ
Directed viewing of video materials/screencasts 22
Participation in discussion boards/other discussions
Feedback meetings with staff
Other
Other (details)


 Placement and study abroad  Semester 1  Semester 2 ܳ
Placement
Study abroad

Please note that the hours listed above are for guidance purposes only.

 Independent study hours  Semester 1  Semester 2 ܳ
Independent study hours 134

Please note the independent study hours above are notional numbers of hours; each student will approach studying in different ways. We would advise you to reflect on your learning and the number of hours you are allocating to these tasks.

Semester 1 The hours in this column may include hours during the Christmas holiday period.

Semester 2 The hours in this column may include hours during the Easter holiday period.

Summer The hours in this column will take place during the summer holidays and may be at the start and/or end of the module.

Assessment

Requirements for a pass

Students need to achieve an overall module mark of 40% to pass this module.

Summative assessment

Type of assessment Detail of assessment % contribution towards module mark Size of assessment Submission date Additional information
Set exercise Source code 70 70 marks Semester 2, Assessment Week 1
Set exercise Project report 30 4 pages (plus source code in appendix) Semester 2, Assessment Week 2

Penalties for late submission of summative assessment

The Support Centres will apply the following penalties for work submitted late:

Assessments with numerical marks

  • where the piece of work is submitted after the original deadline (or any formally agreed extension to the deadline): 10% of the total marks available for that piece of work will be deducted from the mark for each working day (or part thereof) following the deadline up to a total of three working days;
  • the mark awarded due to the imposition of the penalty shall not fall below the threshold pass mark, namely 40% in the case of modules at Levels 4-6 (i.e. undergraduate modules for Parts 1-3) and 50% in the case of Level 7 modules offered as part of an Integrated Masters or taught postgraduate degree programme;
  • where the piece of work is awarded a mark below the threshold pass mark prior to any penalty being imposed, and is submitted up to three working days after the original deadline (or any formally agreed extension to the deadline), no penalty shall be imposed;
  • where the piece of work is submitted more than three working days after the original deadline (or any formally agreed extension to the deadline): a mark of zero will be recorded.

Assessments marked Pass/Fail

  • where the piece of work is submitted within three working days of the deadline (or any formally agreed extension of the deadline): no penalty will be applied;
  • where the piece of work is submitted more than three working days after the original deadline (or any formally agreed extension of the deadline): a grade of Fail will be awarded.

The University policy statement on penalties for late submission can be found at: /cqsd/-/media/project/functions/cqsd/documents/qap/penaltiesforlatesubmission.pdf

You are strongly advised to ensure that coursework is submitted by the relevant deadline. You should note that it is advisable to submit work in an unfinished state rather than to fail to submit any work.

Formative assessment

Formative assessment is any task or activity which creates feedback (or feedforward) for you about your learning, but which does not contribute towards your overall module mark.

Students will be able to get immediate feedback on some of the practical exercises through use of an automated marking system. There will also be formative online multiple-choice tests for students to check their understanding of factual knowledge covered.

Reassessment

Type of reassessment Detail of reassessment % contribution towards module mark Size of reassessment Submission date Additional information
Set exercise Technical assignment 100 1,500 words (excluding programming code and comments). 24 hours (over 3 days) During the University resit period Assigned practical tasks which require 40% of theoretical knowledge of the subject and 60% of code implementation.

Additional costs

Item Additional information Cost
Computers and devices with a particular specification
Required textbooks
Specialist equipment or materials
Specialist clothing, footwear, or headgear
Printing and binding
Travel, accommodation, and subsistence

THE INFORMATION CONTAINED IN THIS MODULE DESCRIPTION DOES NOT FORM ANY PART OF A STUDENT'S CONTRACT.

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