Object-Oriented Programming: Philippine Science High School

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Course Description Republic of the Philippines

Department of Science and Technology


The course employs output-based learning and aims to teach Philippine Science High School
students to relate real-life objects using object-oriented pro- Cagayan Valley Campus
gramming. This stimulates analytical thinking and problem- Masoc, Bayombong, Nueva Vizcaya
solving techniques by connecting everyday problems with con-
cepts in the object-oriented paradigm.

Course Objectives

1. Identify programming constructs in JAVA from previous lan-


guages;
2. Understand and use object-oriented concepts to represent
real entities;
3. Use different problem-solving techniques;
4. Create windows applications to represent card or board ac-
tivities;
5. Implement algorithms using windows applications utilizing
objects; and,
6. Plan and build complex simulators relevant to biology,
chemistry, physics, mathematics and other subjects.

Object-
Grading System
Oriented
1st-3rd Quarter
Seatworks, Homeworks 10%
Programming
Quizzes 15%
Laboratory Exercises 30%
Long Tests 30%
Project/Periodic Exam 15%
100%
4th Quarter
Seatworks, Homeworks 10%
Laboratory Exercises 40%
Long Tests 20%
Project 30%
100% Grade 10 Computer Science Course Outline
TOPICS Second Quarter Third Quarter
First Quarter K. Object-Oriented Programming Q. Exception Handling
1. Classes and Objects 1. Exception Class
A. Introduction to JAVA
1. Environment 2. Try...Catch...Finally
L. Concepts of Object-Oriented Programming 3. Throw
2. Development Process
1. Inheritance
3. My First JAVA Program: Hello World!
2. Overriding R. File I/O
3. Encapsulation 1. File
B. Introduction to Classes
1. Properties (all public) 2. BufferedReader
M. Comparing Objects 3. FileWriter
2. Methods (all public)
1. instanceof 4. BufferedWriter
3. Class Diagram
N. Abstract Windowing Toolkit S. Canvass
C. Basic Data Types
1. Swing Components 1. java.awt.canvas
1. int, short, long, float, double, char, Boolean, byte
 Button, Frame, TextField, Label, Panel 2. java.awt.graphics
D. System.out 2. Layout Managers
1. Print, println, printf  FlowLayout, BorderLayout, GridLayout, ComplexLayout T. Project/Machine Problem/Periodical Exam
3. Event Classes
E. Scanner  Key Event, Mouse Event, Window Event Fourth Quarter
1. nextInt, nextByte, nextShort, nextLong, nextFloat, 4. Dialog Box
nextDouble  Message
5. String U. Timer
 Input Dialog 1. java.util.timer
F. Strings
1. BufferReader  Integer.parseInt
V. Utility Classes
2. Equal  Integer.toString
1. As needed by project
3. contains  Double.parseDouble
2. java.util.list
4. toUpperCase, toLowerCase  Double.toString
3. java.util.stack
 charAt
G. Control Structures  Length
W. Algorithms (Optional)
1. If, if-else, if-else-if, switch, ternary  substring
1. As needed by project
2. While, do...while, for 6. StringBuffer 2. Calculator: infix to postfix
3. Break, continue, return  setCharAt
 Concatenate X. Import
H. Arrays 7. Math 1. Using 3rd Party Packagers
1. Foreach (array traversal)  Math.Random
2. Multidimensional Arrays Y. Final Project
O. Abstract OOP Concepts (Optional)
I. More on Methods 1. Polymorphism
1. static 2. Abstraction
3. Interface
J. Project/Machine Problem/
Periodical Exam P. Project/Machine Problem/Periodical Exam

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