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Toc H Institute of Science & Technology

Arakkunnam - 682 313.

FORMAT FOR CLASS ROOM TEACHING (FCT)

(Based on Blooms Revised Taxonomy)


Subject Title : Object Oriented Programming using C++ Dept : I.T. Topic General Objectives Module : I : : Code: IT 304 Name of faculty: Semester: III

Ajeesh G Krishnan

Object Oriented Technology Analyze Key Concepts of Object Oriented Programming Knowledge about Object

Prerequisite Knowledge :

Specific Objectives : After this discourse, the students will have the following cognitive inputs

1. Explain the Class concept in object oriented programming 2. Understand the concept of Encapsulation in object oriented programming 3. Illustrate Message Passing between software objects using a diagram 4. Analyze the importance of Encapsulation and message passing

Key words introduced during the lecture:

Object, Class, Encapsulation, Message Passing

Objective Dimension Cognitive Process Dimension Knowledge Dimension

1. Explain 2. Understand 3. Illustrate 4. Analyze

C Understanding C - Understanding C - Analyzing C Analyzing

1. Class 2. Encapsulation 3. Message Passing 4. Encapsulation

KD - Conceptual KD - Conceptual KD - Procedural KD - Procedural

COGNITIVE PROCESS DIMENSION


REMEMBERING UNDERSTANDING APPLYING ANALYSING EVALUATING CREATING FACTUAL KNOWLEDGE CONCEPTUAL KNOWLEDGE PROCEDURAL KNOWLEDGE METACOGNITIVE

D O N I SN MDEG ELW NK O EI

1,2 3,4

Explanatory Notes on Specific Objectives:

An object is a software bundle of related state and behavior. Software objects are often used to model the real-world objects that you find in everyday life.

A class is a blueprint that defines the variables and the methods common to all objects of a

certain kind. Encapsulation will allow a class to hide information from objects that may use the code. For example, the Cat class will have a purr() method. A code will be written which will explain how the cat purrs. Software objects interact and communicate with each other by sending messages to each other. When object A wants object B to perform one of B's methods, object A sends a message to object B

Summary:

An object-oriented program may be viewed as a collection of interacting objects, as opposed to the conventional model, in which a program is seen as a list of tasks (subroutines) to perform.

In OOP, each object is capable of receiving messages, processing data, and sending messages to other objects and can be viewed as an independent 'machine' with a distinct role or responsibility. The actions (or "operators") on these objects are closely associated with the object.

For example, the data structures tend to 'carry their own operators around with them' (or at least "inherit" them from a similar object or class).

Key Diagrams:

(A visual representation of a class)

(Message Passing Between objects A and B)


Analogies:

When building bicycles, manufacturers take advantage of the fact that bicycles share

characteristics, building many bicycles from the same blueprint. It would be very inefficient to produce a new blueprint for every bicycle manufactured.

Stimulating Questions:

Find out different real-world classes of objects Which is not considered to be an object?
New Ideas or Concepts:

Reference:

1. Object Oriented Programming by Robert Lafore 2. An Interactive course on C++ by Robert Lafore 3. Object Oriented Programming using C++ by Asok N Kamthane

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