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Welcome To English Class: How Are You Going Today?

Here are some potential objects and attributes identified from the card game description: Objects: - Card - Player - Deck Card attributes: - Face value (number or jack, queen, king) - Point value Player attributes: - Name - Hand (collection of cards) - Hand value (sum of card point values) Deck attributes: - Cards (collection) The goal is to model real-world things as objects with relevant data (attributes) and behaviors (methods). Let me know if you need any clarification or have additional ideas!
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0% found this document useful (0 votes)
13 views24 pages

Welcome To English Class: How Are You Going Today?

Here are some potential objects and attributes identified from the card game description: Objects: - Card - Player - Deck Card attributes: - Face value (number or jack, queen, king) - Point value Player attributes: - Name - Hand (collection of cards) - Hand value (sum of card point values) Deck attributes: - Cards (collection) The goal is to model real-world things as objects with relevant data (attributes) and behaviors (methods). Let me know if you need any clarification or have additional ideas!
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 24

WELCOME TO ENGLISH CLASS

How are you going today?


“If you really want to do
something, you will find a
way. If you don’t, you’ll find
an excuse”

Jim Rohn
DATE: Monday, September 19th, 2022
Objective:
Students will be introduced to the
basic concepts of objects, attributes,
and methods.
AGENDA
TOPIC 2.1 Object-oriented programming paradigm (OOP)

1. WARM UP: To do a list of objects


2. Connectors
3. Vocabulary 1
4. Reading strategy: Annotating
5. Text: Basic concepts of object-oriented programming
paradigm
6. Reading comprehension exercise
7. Vocabulary 2
8. Text: Object-oriented programming paradigm: objects and
attributes
9. Quiz time.
TOPIC: Object-oriented programming paradigm
WARM UP

You have 2 minutes to list as many objects you can see around you.
VOCABULARY: CONNECTORS

REASON RESULT
Because So
So is the most common connector to express result. It is
We use because + subject + verb. normally used in the middle of a sentence after (,).
• We had to cancel the concert because it was raining. • We worked hard all morning, so I am very tired now.
• I didn’t call you because I didn’t want to worry you. • The TV is very expensive, so I don’t think I’ll buy it.

Because of
We use because of + noun.
• We had to cancel the concert because of the rain.
• Many shops had to close because of the economic
situation.
VOCABULARY: CONNECTORS

TIME
Before
Before I have breakfast, I read a few pages. READ: To read (rid) To READ (Red)

After
I smoke a cigarette after dinner/ having dinner/ I have dinner.

While
We use while + subject + verb to talk about actions happening at the same time, simultaneously.
I read the newspaper while I was waiting.
VOCABULARY: CONNECTORS
CONTRAST
However Although
However: means ‘but’. It is normally used at Although means ‘despite the fact that’, or ‘but’.
the beginning of a sentence, before a It can be used at the beginning or in the middle of a
comma (,) and after a full stop (.) or a semicolon (;). sentence. We do NOT use a comma after although; we
use although + subject + verb.
• We didn’t like the hotel. However, he had a good time.
• I would like to have a dog; however, my husband is • Although he had a bad leg, he still won the game.
allergic to dogs. • I passed the exam, although I hadn’t studied.

LET’S PRACTICE!
https://test-english.com/grammar-points/a2/however-
although-time-connectors/2/
VOCABULARY
Match the vocabulary word with the synonym

Vocabulary Word Synonym


1. approach Form ( )
2. subroutines Objective ( )
3. way Be logical ( )
4. goal Ticket ( )
5. encapsulate Habits ( )
6. make sense Enclose ( )
7. card Advance ( )
READING STRATEGY: ANNOTATING

https://www.youtube.com/watch?v=w5Mz4nwciWc
Text: Object-oriented programming paradigm
Read the following text and use all the word features to annotate the text:
Object-Oriented Paradigm: introduction
The term programming paradigm is used to specify a general approach to writing program code.
If you program using the procedural paradigm, you focus on dividing your program into subroutines. The object-
oriented programming paradigm (OOP) introduces a fundamentally different approach to program design. When
you take the object-oriented approach, you will identify the objects that make up the system and the way they
interact with each other.
Many programming languages support multiple paradigms. Python, which is a popular general-purpose
programming language, permits you to code using procedural, object-oriented, or functional techniques. Java,
another popular language, is exclusively object-oriented.
Text: Object-oriented programming paradigm
Read the following text and use all the word features to annotate the text:
The object-oriented approach
The object-oriented approach focuses on the objects that make up the system.
An object is anything that we can name and describe. Objects are 'things' that we want to model in our programs
and so the goal of an object-oriented program is to represent the real world in code. If you consider the example of
a school, the objects would be things like students, teachers, classrooms, and computers. Objects can also be less
concrete things, such as lessons, library loans, and exam entries.
The term 'object' in object-oriented programming represents a specific way of organizing code, and it can be
defined, technically, as 'an entity that encapsulates both data and behavior'. This means that all of the data and all
of the procedures/functions of a system belong to one or more objects. Objects in
object-oriented programming collaborate with each other, by sending and receiving messages.
Text: Object-oriented programming paradigm
Read the following text and use all the word features to annotate the text:
Basic concepts of object-oriented programming paradigm

▪ Objects: Objects are nothing but real or abstract items that contain data to define the object and methods that

can manipulate that information. Thus, the object is a combination of data and methods.

▪ Classes: Class is a group of objects that has the same properties and behavior and the same kind of

relationship and semantics. Once a class has been defined, we can create any number of objects belonging to

thy class. Objects are variables of the class. Each object is associated with data of the type class with which

they are created; this class is the collection of objects of a similar type.
Text: object oriented programming paradigm
Read the following text and use all the word features to annotate the text:

▪ Encapsulation: Encapsulation is the process of wrapping up data and functions into a single unit. It is the most

striking feature of the class. Data is not accessible to the outside world, and only those functions which are

wrapped in the class can access it. It provides the interface between data objects and the program.

▪ Abstraction: Abstraction represents essential features. It does not represent the background details and

explanation. Classes use the concept of abstraction and define the list of abstract attributes such as name, age,

gender, etc., to operate on these attributes. They encapsulate all the essential properties of the object.
READING COMPREHENSION
After reading, make corrections in the false statements in order to make them valid.

1. “Objects” in object-oriented paradigm are abstract things from the real world.

2. Objects do not share data and methods.

3. A Class isn’t a group of objects that has the same properties.

4. Abstraction provides the interface between data objects and the program.

5. Classes use the concept of abstraction and define the list of real attributes such as name, age,

gender, etc.
VOCABULARY 2

1. deck 8. hand
2. worth 9. shuffle
3. face 10. deal/dealt
4. ace 11. win
5. jack 12. lose
6. Queen 13. draw/drawn
7. King
Session 2 - Vocabulary - Random cards (wordwall.net)
OOP: OBJECTS AND ATTRIBUTES
Read the explanation of “Objects” and “Attributes” in OOP approach. Then you have to relate those concepts
to the game, and think in some examples of objects and attributes as you read: you can highlight the potential
objects in the game description, please write some ideas of attributes for cards and for the player. After that,
you can share your ideas with the class.

OOP design: objects

The first step in OOP design is to identify objects. In the real world, objects are part of our everyday lives. Some
of these objects are 'things', e.g. a pen, and some are more complex to understand, e.g. bank account.
To help identify the objects in the card game, consider the first two paragraphs of the game description.
Highlight the potential Objects in this description:
OOP: OBJECTS AND ATTRIBUTES

The game is played by two players with a deck of 52 cards. Cards are worth their face value, except for the
ace, which is worth 1 or 11 points (the player can decide). Jack, queen, and king are worth 10 points each. A
hand's value is the sum of the values of the cards.
The player will play against the computer (an AI system called Alana). The goal of the game is to have the
hand with the highest value, up to a value of 21.

At the moment, you just select the most important things in the system to model. If in doubt, you should
assume that anything that exists in the real world (relating to the problem domain), that has some specific
meaning, will be an object.
OOP: OBJECTS AND ATTRIBUTES
OOP design: attributes

The next step of the design process is to identify the attributes of each object. Attributes are the characteristics that
the objects have. Each attribute is a data item that helps define or describe the object. In the real life, things can have
many different attributes, but here we will only consider the attributes that are relevant for the game.
In the card game, a playing card is an object. How would you describe it? A playing card has three important
attributes:
1. It has a ______
2. It has a ______
3. It has a ______

Figure 5: A standard playing card


OOP: OBJECTS AND ATTRIBUTES

A Player can have a lot of attributes, such as their age, hair color, and shoe size. However, you should only include the
attributes that you need for the game. In this case, there are two attributes that a player will have in this game:
1. They have a ______
2. They have a ______
WRAP-UP: QUIZ TIME

Test the knowledge you acquired by answering the quiz about Object-Oriented Paradigm: Objects
and Attributes.

https://quizizz.com/admin/quiz/60e27b8024ef41001e727425
SELF-EVALUATION

Ask yourself the following questions


1. ¿Entiendo qué es Object-Oriented Paradigm?
Sí ☺ No ☹ Tal vez :|
2. ¿Entiendo en qué consiste la estrategia Annotating?
Sí ☺ No ☹ Tal vez :|
3. ¿Usar la estrategia Annotating me ayuda para entender mejor
el texto?
Sí ☺ No ☹ Tal vez :|
SELF-EVALUATION
4. ¿Cuándo leí el texto de esta clase, utilicé las siguientes
opciones de Annotating?: (marque todas las que aplican)
❑ Usar colores para resaltar partes difíciles
❑ Usar colores para resaltar ideas principales
❑ Usar diferentes colores
❑ Escribir comentarios al texto
❑ Escribir preguntas
❑ Hacer resumen de una parte difícil
❑ Agregar información
❑ Otro

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