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Module 1 ITE4 Computer Programming 2 1.20 Ortiz Rolly

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0% found this document useful (0 votes)
79 views

Module 1 ITE4 Computer Programming 2 1.20 Ortiz Rolly

Uploaded by

jhoanna villa
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 32

Computer Programming 2

Course Module

ROLLY L. ORTIZ, MSIT


Instructor

College of Computing and Information Sciences

2020
ITE 4 – Computer Programming 2

VISION
A provide of relevant and quality education to a
society where citizens are competent, skilled,
dignified and community- oriented.

MISSION
An academic institution providing technological,
professional, research and extension programs to
form principled men and women of competencies
and skills responsive to local and global
development needs.

QUALITY POLICY
Northwest Samar State University commits to
provide quality outcomes-based education,
research, extension and production through
continual improvement of all its programs, thereby
producing world class professionals.

CORE VALUES
Resilience. Integrity. Service. Excellence.

INSTITUTIONAL GRADUATE OUTCOMES


Creative and critical thinkers
Life-long learners
Effective communicators
Morally and socially upright individuals

ITE 2: Computer Programming 1 Page 2 of 32


ITE 4 – Computer Programming 2

About the Author

Graduated of Bachelor of Science and Information Technology (BSIT) specialization and


expertise is essentially in computer science course which is computer
programming, analysis, and design.

Somehow the comprehensive acitivities on this module Computer Programing 2 is a big help
to the learners because of it’s different issues and topic presented and discussed.

This module is designed for students’ who wishes to learn advance computer programming
using java language and will view as their foundation of learning program specialization.

We are not too late for this technology; there still hope for one of us,
instead rise and go for the modern technologies…

GOD BLESSES us all!

ITE 2: Computer Programming 1 Page 3 of 32


ITE 4 – Computer Programming 2

Rationale
This module contains comprehensive exercises in java programming
which guide them to learn how to create programs, understand problem, test
and debug specific activities and assignments.

Use these module as your basic and procedural manual to operate


online and offline activities. It helps the learner to equip knowledge and
information in doing such requirements and so the students are advice to scan,
review and study this module religiously.

Course Code: ITE 4

Course Title: Computer Programming 2

Course Description: The course covers the use of general purpose programming language to
solve problem. The emphasis is to train students to design, implement, test, and
debug programs intended to solve computing problems using advance
programming.
This course teaches the students on to how to develop new computer
programs using array, string, structure, pointers, heap, stacks, memory,
polymorphism and inheritance.
At the end of the course, each students are required to design a program
that maybe implemented as a solution to a given problem with the topics array,
string, structure, pointers, heap, stacks, memory, polymorphism and
inheritance. Also submit all activities (i.e. laboratory/hands-on exercises,
classroom activities, and performance activities).

Course Outcomes:
At the end of the course, your students must be able to:
• Create, declare, determine, implement, test and debug a program, using array,
string, structure, pointers, heap, stacks, memory, polymorphism and inheritance.
• Assess and recommend revisions to another program’s code.

Course Content:

As explained above, ITE 4 introduces students the concept, theories, principles and
practice, discusses the functions to come up interventions addressing problems.
The table below shows the outline of the topics to be discussed in the lecture per week
vis-à-vis the course outcomes. It is designed based on the course syllabus approved by the
college Dean in the College of Computing and Information Sciences.

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ITE 4 – Computer Programming 2

Course Learning Date of


Week Topics Assessment
Outcomes Submission
1–3 Module 1
Lesson 1: Classes and Object
4th week of
1. Class & Object Pencil and January
LO 1 2. Method and Object paper test
3 Constructor 2nd week of
4. Abstraction Problem February
5 Polymorphism Solving
6 Inheritance 3rd week of
7 Encapsulation February
8 Time Class Case Study: Overloaded
Constructors

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ITE 4 – Computer Programming 2

Course Requirements:

As evidence of attaining the course outcomes, the student has to do and submit
the following:
• Design a program that maybe implemented as a solution to a given problem.
Student must design and implement appropriate solution by applying their
knowledge of: fundamental of programming, user-defined methods which is
recursive and parameter passing mechanisms. (Individual project).
• Submission of all activities (i.e. laboratory/hands-on exercises, classroom activities,
and performance activities) in the form of hardcopy and softcopy. (individual
project)

Grading Criteria:
Requirement/Assessment Task Percentage
Major Course Output 50%
Major Exams 30%
Class Standing 20%
TOTAL 100%

Course Materials:
§ Rubrics
§ Course policies

References:
Books:
Deitel & Deitel. JAVA™ For Programmers Second Edition. 2012.

Malik D.S. Java Programming From Problem Analysis to Program Design 5th 2012

Liang, D. Introduction to Java programming (Comprehensive Version) 10th edition.


2015.

Baile, Duane A. Java Structure. Data Structures in Java for the Principled
Programmer. 7th Edition. 2007

Anderson & Franceschi. Java Illuminated (An Active Learning Approach) Vol 1.

Bronson, Gary J. Java Programming Principles and Practices for Scientists and
Engineers. Cengage Learning, 2013.

Farrel, Joyce. Java Programming. Year 2018.

Internet Resources:
www.javaprogramming.com/tutorial/java-tutorial/html

www.iu.hio.no/-mark/JavaTutorial/Java-Tutorial/html

https://www.onlinegdb.com/

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ITE 4 – Computer Programming 2

Module 1
Module Title: Advance Computer Programming Using Java Language.
Module Description: This module contains the continuation of the content of programming 1
in the previous semester. The students are expected of basic knowledge in computer
programming using java language. This module helps them to learn new topics like
Class, Object, Method, string, liner structure, Abstraction, Polymorphism, Inheritance,
and Encapsulation.

Purpose of the Module:


This module let the students learn the following:

• Class;
• Method;
• Objects;
• Constructor
• Abstraction
• Polymorphism
• inheritance; and
• Encapsulation

Module Guide:
The learner are advice to read the lessons and suggested lessons to equip more
knowledge about the topic. It teaches the students on how to properly use new topics in java
programming. The student must also read, analyse, and carefully understand its program
sample in order to create their own program.
It is also good to read, practice and participate the lessons, activities and exercises in
order to understand the complicated problems. The activities must be solve and submit in order
to pass the basic requirements.

Module Outcomes:
It teaches the students how to implement, test and debug a program, based on a given
specification that uses each of the following: array, string, structure, pointers, heap, stacks,
memory, polymorphism and inheritance. .
Assess and recommend revisions to another program’s code regarding documentation
and program style standards that contribute to readability and maintainability of software.

Module Requirements:
At the end of this module, the students will come up with the following
• Create computer program using java language with new topics.
• Declare and create the string, polymorphism and inheritance.

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ITE 4 – Computer Programming 2

Learning Plan
Lesson No: 1

Lesson Title: Class

Let’s Hit These:


At the end of this lesson, students should be able to:
§ Create class & method using java programming.
§ Understand what is a class in java structure.
§ Understand what is a method in java
§ Create a program using a class with method.

Let’s Get Started:

Sample Problem1. Create a program without using a Class and method asking the user to
input 1.Summer 2.Spring and 3.Fall using IF then Statement:
(Please turn to Page 6)
Filename: Exer1.java

Problem2. Create a program using a Class and Method to asking the user to input 1.Summer
2.Spring and 3.Fall using IF then Statement:
(Please turn to Page 6)
Filename: Exer1-1.java

Let’s Find Out:

Class: A class is a user defined blueprint or prototype from which objects are created.
It represents the set of properties or methods that are common to all objects of
one type. In general, class declarations can include these components, in order:

o Modifiers: A class can be public or has default access (Refer this for details).
o class keyword: class keyword is used to create a class.
o Class name: The name should begin with an initial letter (capitalized by
convention).
o Superclass(if any): The name of the class’s parent (superclass), if any, preceded
by the keyword extends. A class can only extend (subclass) one parent.
o Interfaces(if any): A comma-separated list of interfaces implemented by the
class, if any, preceded by the keyword implements. A class can implement more
than one interface.
o Body: The class body surrounded by braces, { }.

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ITE 4 – Computer Programming 2

public class Dog Class name


{
String breed; Class variable or
int age; properties
String color;

void barking() method or behavior of class


{

void hungry()
{

Where:
A class can contain any of the following variable types.

Local variables − Variables defined inside methods, constructors or blocks are called
local variables. The variable will be declared and initialized within the method
and the variable will be destroyed when the method has completed.

Instance variables − Instance variables are variables within a class but outside any
method. These variables are initialized when the class is instantiated. Instance
variables can be accessed from inside any method, constructor or blocks of that
particular class.

Class variables − Class variables are variables declared within a class, outside any
method, with the static keyword.

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ITE 4 – Computer Programming 2

Let’s Find Out:

Method: A Java method is a collection of statements that are grouped together to


perform an operation. You can pass data, known as parameters, into a method.
Methods are used to perform certain actions, and they are also known as
functions.

Where:
• modifier − It defines the access type of the method and it is optional to use.
• returnType − Method may return a value.
• nameOfMethod − This is the method name. The method signature consists of the method
name and the parameter list.
• Parameter List − The list of parameters, it is the type, order, and number of parameters of
a method. These are optional, method may contain zero parameters.
• method body − The method body defines what the method does with the statements.

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ITE 4 – Computer Programming 2

Good Programming Practice 1

Sample Problem1. Create a program without using a Class and method asking the user to
input for 1.Summer 2.Spring and 3.Fall using IF then Statement:

Filename: Exer1.java

Good Programming Practice 2

Sample Problem2. Create a program using a Class and method asking the user to input
1.Summer 2.Spring and 3.Fall using IF then Statement:

Filename: Exer1-1.java

Object instantiate
as a class
Calling method &
passing parameter

Class name
Class variable

Method with
parameter

Both program has the same output. Whats the difference between the two program? Which
one is better over the other? What makes it better?

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ITE 4 – Computer Programming 2

Lesson Title: Class & Object

Let’s Hit These:


At the end of this lesson, students should be able to:
§ Create class & object using java programming.
§ Understand what is a class in java structure.
§ Understand what is a object in java
§ Create a program using a class with object.

Let’s Get Started:

Creating an Object:
As mentioned previously, a class provides the blueprints for objects. So
basically, an object is created from a class. In Java, the new keyword is used to create
new objects.

There are three steps when creating an object from a class :

• Declaration − A variable declaration with a variable name with an object type.


• Instantiation − The 'new' keyword is used to create the object.
• Initialization − The 'new' keyword is followed by a call to a constructor. This call
initializes the new object.

Additional reference: https://www.tutorialspoint.com/java/java_object_classes.htm

Good Programming Practice 3

Sample Problem 3. Create a program Class and object where a class is a Dog and the object
is the puppy who has the properties of a name and the method or the behavior
of barking.

Filename: Exer3.java

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ITE 4 – Computer Programming 2

Class main program

Instantiate of class puppy


Calling the method and
passing the parameter
Calling the method
puppybark w/c is the
behavior of puppy

Class name Puppy


Class variable

Method Puppybark

Output:

Puppy name is : baby brownie


Welcome home our new baby brownie
Aw aw aw

Let’s Read:
What is an Object?
An entity that has state and behavior is known as an object e.g., chair, bike,
marker, pen, table, car, etc. It can be physical or logical.
An object has three characteristics:

• State: It is represented by attributes of an object. It also reflects the properties


of an object. Ex. Puppyname = name
• Behavior: represents the behavior (functionality) of an object such as
Puppyname, puppybark, etc.
• Identity: It gives a unique name to an object and enables one object to
interact with other object. Ex myPuppy

Declaring Objects (Also called instantiating a class)


Sample: Puppy myPuppy = new Puppy ( );

Additional reference: https://www.javatpoint.com/object-and-class-in-java

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ITE 4 – Computer Programming 2

Understand the concept of Java Classes and Objects with an example.

Sample Problem 4 Let's take an example of developing a pet management system, specially meant
for dogs. You will need various information about the dogs like different breeds of the dogs, the age,
size, etc.

Some of the differences you might have listed out maybe breed, age, size, color, etc. If you think for a
minute, these differences are also some common characteristics shared by these dogs. These characteristics
(breed, age, size, color) can form a data members for your object.

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ITE 4 – Computer Programming 2

Next, list out the common behaviors of these dogs like sleep, sit, eat, etc. So these will be the actions of
our software objects.

So far we have defined following things:

• Class - Dogs
• Data members or objects- size, age, color, breed, etc.
• Methods- eat, sleep, sit and run.

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ITE 4 – Computer Programming 2

Now, for different values of data members (breed size, age, and color) in Java class, you will get different
dog objects.

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ITE 4 – Computer Programming 2

Output:
This is kind of dog has a typical color of: Black
This dog breed size is: Large
This dog age is: 5 years

The name of the dog is : Maltese


This is kind of dog has a typical color of: White
This dog breed size is: Small
This dog age is: 2 years

The name of the dog is : Chow chow


This is kind of dog has a typical color of: Brown
This dog breed size is: Midium
This dog age is: 3 years

ITE 2: Computer Programming 1 Page 17 of 32


ITE 4 – Computer Programming 2

Lesson Title: Java Constructor

Let’s Hit These:


At the end of this lesson, students should be able to:
§ Create class with constructor using java programming.
§ Understand what is a constructor in java structure.

Let’s Get Started:

In Java, a constructor is a block of codes similar to the method. It is called


when an instance of the class is created. At the time of calling constructor,
memory for the object is allocated in the memory.

Every time an object is created using the new() keyword, at least one constructor is
called.

Rules for creating Java constructor

There are two rules defined for the constructor.

1. Constructor name must be the same as its class name


2. A Constructor must have no explicit return type
3. A Java constructor cannot be abstract, static, final, and synchronized

Types of Java constructors

There are two types of constructors in Java:

1. Default constructor (no-arg constructor)


2. Parameterized constructor

Additional reference: // https://www.javatpoint.com/java-constructor

Good Programming Practice 4

No argument Constructors:
As the name specifies the no argument constructors of Java does not accept any
parameters instead, using these constructors the instance variables of a method will be
initialized with fixed values for all objects.

Filename: Exer4.java

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ITE 4 – Computer Programming 2

Good Programming Practice 5

Parameterized Constructors:
Most often, you will need a constructor that accepts one or more parameters. Parameters
are added to a constructor in the same way that they are added to a method, just declare
them inside the parentheses after the constructor's name.

Filename: Exer5.java

Instantiate MyClass as new t1


w/ parameter passing of 10 & 20

Display output value of t1 and t2


using “+” concatenation

Constructor MyClass is the same


name of Class MyClass

Constructor MyClass declaring


parameter integer i;

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ITE 4 – Computer Programming 2

Good Programming Practice 6

Parameterized Constructors:
Most often, you will need a constructor that accepts one or more parameters.
Constuctor can make your source code smaller.

Filename: Exer6.java

Output:

This dog is a Maltese, Large in size with 5 years of age and color Black
This dog is a Matese, Small in size with 2 years of age and color White
This dog is a Chowchow, Medium in size with 3 years of age and color Brown

ITE 2: Computer Programming 1 Page 20 of 32


ITE 4 – Computer Programming 2

Lesson Title: Abstraction

Let’s Hit These:


At the end of this lesson, students should be able to:
§ Familiarize Abstract class using java programming.
§ Understand what is a abstract class in java structure.
§ Create a program using a abstract class with object.

Let’s Get Started:

Abstract class in Java:


Data abstraction is the process of hiding certain details and showing only
essential information to the user. Abstraction can be achieved with either
abstract classes or interfaces

A class which is declared as abstract is known as an abstract class. It can have


abstract and non-abstract methods. It needs to be extended and its method
implemented. It cannot be instantiated.

There are steps when creating abstract & Points to Remember:

• An abstract class must be declared with an abstract keyword.


• It can have abstract and non-abstract methods.
• It cannot be instantiated.
• It can have constructors and static methods also.
• It can have final methods which will force the subclass not to change the
body of the method.

Additional reference: https://www.javatpoint.com/abstract-class-in-java

ITE 2: Computer Programming 1 Page 21 of 32


ITE 4 – Computer Programming 2

Good Programming Practice 7

Sample Problem 7 Shape is the abstract class, and its implementation is provided by the
Rectangle and Circle classes with the method draw.

Mostly, we don't know about the implementation class (which is hidden to the
end user), and an object of the implementation class is provided by the factory
method.

Output:
drawing circle

In this example data abstraction is the process of hiding certain details and
showing only essential information to the user. In this example the method draw show
the simple operation to the user. Disregarding the process of where the it is an abstract
class of shape where it was an extension of class circle with a method draw.

ITE 2: Computer Programming 1 Page 22 of 32


ITE 4 – Computer Programming 2

Lesson Title: Polymorphism

Let’s Hit These:


At the end of this lesson, students should be able to:
§ Familiarize polymorphism operation using java programming.
§ Understand what is a Polymorphism in java structure.

Let’s Get Started:

Polymorphism in Java:
Polymorphism means "many forms", and it occurs when we have many classes
that are related to each other by inheritance. The most common use of
polymorphism in OOP occurs when a parent class reference is used to refer to
a child class object.

Good Programming Practice 8

Filename: Exer8.java
Additional reference: https://www.w3schools.com/java/java_polymorphism.asp

Output:

The animal makes a sound


The pig says: wee wee
The dog says: bow wow

ITE 2: Computer Programming 1 Page 23 of 32


ITE 4 – Computer Programming 2

Lesson Title: Inheritance

Let’s Hit These:


At the end of this lesson, students should be able to:
§ Familiarize Inheritance operation using java programming.
§ Understand what is a inheritance in java structure.

Let’s Get Started:

Java Inheritance (Subclass and Superclass):


Inheritance is a mechanism in which one object acquires all the properties and
behaviors of a parent object. It is an important part of OOPs (Object Oriented
programming system).

The idea behind inheritance in Java is that you can create new classes that are
built upon existing classes. When you inherit from an existing class, you can
reuse methods and fields of the parent class. Moreover, you can add new
methods and fields in your current class also.

Why use inheritance in java:

1. For Method Overriding (so runtime polymorphism can be achieved).


2. For Code Reusability.

Terms used in Inheritance:

• Class: A class is a group of objects which have common properties. It is a


template or blueprint from which objects are created.
• Sub Class/Child Class: Subclass is a class which inherits the other class. It is
also called a derived class, extended class, or child class.
• Super Class/Parent Class: Superclass is the class from where a subclass
inherits the features. It is also called a base class or a parent class.
• Reusability: As the name specifies, reusability is a mechanism which facilitates
you to reuse the fields and methods of the existing class when you create a new
class. You can use the same fields and methods already defined in the previous
class.

Additional reference: https://www.javatpoint.com/inheritance-in-java

ITE 2: Computer Programming 1 Page 24 of 32


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Good Programming Practice 9

Filename: Exer9.java

newPig inherits the behavior of the


animal class with a method animal
sound.
at the output it shows the
inheritance example where it display
“The animal makes a sound”

Pig class extends it properties from


animal class, eventhough its empty,
Using the inheretnace it can show
the output, by borrowing from
class Animal method animalSound.

Output:

The animal makes a sound


The dog says: bow wow

ITE 2: Computer Programming 1 Page 25 of 32


ITE 4 – Computer Programming 2

Lesson Title: Encapsulation

Let’s Hit These:


At the end of this lesson, students should be able to:
§ Familiarize Encapsulation operation using java programming.
§ Understand what is a encapsulation in java structure.

Let’s Get Started:

Encapsulation in Java:
Encapsulation refers to wrapping up of data under a single unit. It is the
mechanism that binds code and the data it manipulates. Another way to think
about encapsulation is, it is a protective shield that prevents the data from being
accessed by the code outside this shield. In this, the variables or data of a class
is hidden from any other class and can be accessed only through any member
function of own class in which they are declared.

Now, let’s take the example of a medical capsule, where the drug is always safe
inside the capsule. Similarly, through encapsulation, the methods and variables
of a class are well hidden and safe.

Why we need Encapsulation in Java?


Encapsulation is essential in Java because:

• It controls the way of data accessibility


• Modifies the code based on the requisites
• Helps us to achieve a loose couple
• Achieves simplicity of our application
• It also allows you to change the part of the code without disrupting any
other functions or code present in the program

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ITE 4 – Computer Programming 2

Benefits of Encapsulation:

• Data Hiding: Here, a user will have no idea about the inner implementation of the
class. Even user will not be aware of how the class is storing values in the variables.
He/she will only be aware that we are passing the values to a setter method and
variables are getting initialized with that value.

• Increased Flexibility: Here, we can make the variables of the class as read-only or
write-only depending on our requirement. In case you wish to make the variables
as read-only then we have to omit the setter methods like setName(), setAge() etc.
or if we wish to make the variables as write-only then we have to omit the get
methods like getName(), getAge() etc. from the above program.

• Reusability: It also improves the re-usability and easy to change with new
requirements.

Why we need Encapsulation in Java?

• It controls the way of data accessibility


• Modifies the code based on the requisites
• Helps us to achieve a loose couple
• Achieves simplicity of our application
• It also allows you to change the part of the code without disrupting any other
functions or code present in the program

Additional reference: https://www.w3schools.com/java/java_encapsulation.asp

ITE 2: Computer Programming 1 Page 27 of 32


ITE 4 – Computer Programming 2

Good Programming Practice 10

Sample Problem 10. Create a program Class and object where a Class is a Animal, with a
method of dogBarking. With in the method instead of typical passing of
variable on parameter, we use the set and get commands.

Filename: Exer10.java

Instantiate newDogBark as a new


animal

New object dog is initialized using


the command set or setDogBark.

To display the output using the


println instead of typical calling of
parameter, it use the get command
or the getDogBark.

Let’s Read:

The get method returns the value of the variable name.

The set method takes a parameter (newName) and assigns it to the name variable.
The this keyword is used to refer to the current object.

However, as the name variable in this example the String declared “dogbark” is
declared as private, we cannot access it from outside this class:

Real life application of this Encapsulation is by declaring private on the string dogbark on the method Class
Animal. This is to limit access of the animal properties from the outside classes since it was set to private.To set
the value using parameter is calling the set and get command.

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ITE 4 – Computer Programming 2

Let’s Do This:

Problem 1. Write a java programming language that uses constructor and methods in the TV
class as defined public so they can be accessed from other classes.
Note:
The channel and volume level are not changed if the TV is not on. Before either of
these is changed, its current value is checked to ensure that it is within the correct
range. Listing 4 gives a program that uses the TV class to create two objects.

Set Channel to 40 and Set Volume t0 5


Find out TV1 Channel and Volume, and
Find out TV2 Channel and Volume?

Filename: TVClass1.java

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ITE 4 – Computer Programming 2

References/Sources:

Deitel & Deitel. JAVA™ For Programmers Second Edition. 2012.

Liang, D. Introduction to Java programming (Comprehensive Version) 10th edition.


2015.

Savitch, Walter. JAVA (An Introduction to Computer Science and Programming) 3rd
edition, 2004.

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ITE 4 – Computer Programming 2

Let’s Rate
Computer Lab Activity Rubric
Title: ____________________________
Exemplary Acceptable Developing Beginning No Output
Criteria Score
4 3 2 1 0
The code works to The code
The application typical input, but sometimes fail or The code often fails,
meets all the fails to minor typical input. even for typical Program that does
Program requirements special cases; the Many parts of the input. Most not run and or
____
Correctness specified in the major requirements program indicated implemented
project are met, though implementation restrictions were incorrectly
specification. some minor ones violate indicated violated.
are not. restriction
Answers to
questions are
Correct Failure to explain
correct, Answers to
Effective Answers to understanding of the and justify workings
reasonable and questions are
Communicatio questions are problem, but was of code submitted
effective of the correct, but some ____
n / Concept correct, but cannot unable to explain will automatically
code. The justifications
Understanding justify solution. workings of code merit 0 for this
justifications provided are weak.
provided. course output.
provided are
sound.
The program
conforms to a
Not all functions /
coding standard Minor code
programs features Minimal internal No internal
that promotes formatting does not
Readability have proper documentation and documentation and ____
code readability. exhibit consistency
internal code readability code is not readable
Internal in coding standard.
documentation
documentation is
comprehensive.
Total----> ____

Let’s Reflect: (What was your suggestion for the improvement of learning plan - 2?

Let’s Chat:
• Submission of Let’s Get Started, Let’s Do this, and Module Post test will
be through Application by sending or attaching through documents or
application.
o Solutions must be presented always by picture, text or
authenticated documents.
• Participation in the Facebook and Messenger Group Chat or Video is
encourage to address lectures, question and clarification on the said topic.

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ITE 4 – Computer Programming 2

LESSON OBJECTIVES

Bachelor of Science in Information Technology


(BSIT)

This module is designed to all student who has difficulty in


understanding the programming analogy.

Before your proceed to the next module.


See to it that you are already eqquiped with the basic of java
object oriented programming approach.

Pls follow seriously the sample exercise cause they are designed to
be self explanatory for you to get the thought and experience the
foundation of programming.

ITE 2: Computer Programming 1

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