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HOLY ANGEL UNIVERSITY College of Engineering & Architecture

Department of Computer Engineering

University Vision, Mission, Goals and Objectives:

Mission Statement (VMG)

We, the academic community of Holy Angel University, declare ourselves to be a Catholic University. We dedicate ourselves to our core purpose, which is to provide accessible quality education that transforms students into persons of conscience, competence, and compassion. We commit ourselves to our vision of the University as a role-model catalyst for countryside development and one of the most influential, best managed Catholic universities in the Asia-Pacific region. We will be guided by our core values of Christ-centeredness, integrity, excellence, community, and societal responsibility. All these we shall do for the greater glory of God. LAUS DEO SEMPER!

College Vision, Goals and Objectives:

Vision

A center of excellence in engineering and architecture education imbued with Catholic mission and identity serving as a role-model catalyst for countryside development

Mission

To provide accessible quality engineering and architecture education leading to the development of conscientious, competent and

compassionate professionals who continually contribute to the advancement of technology, preserve the environment, and improve life for countryside development.

Goals

The College of Engineering and Architecture is known for its curricular programs and services, research undertakings, and community involvement that are geared to produce competitive graduates:

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- who are equipped with high impact educational practices for global employability and technopreneurial opportunities;

- whose performance in national licensure examinations and certifications is consistently above national passing rates and that falls within the 75th to 90th percentile ranks; and,

- who qualify for international licensure examinations, certifications, and professional recognitions;

Objectives

In its pursuit for academic excellence and to become an authentic instrument for countryside development, the College of Engineering and Architecture aims to achieve the following objectives:

1. To provide students with fundamental knowledge and skills in the technical and social disciplines so that they may develop a sound perspective for competent engineering and architecture practice;

2. To inculcate in the students the values and discipline necessary in developing them into socially responsible and globally competitive professionals;

3. To instill in the students a sense of social commitment through involvement in meaningful community projects and services;

4. To promote the development of a sustainable environment and the improvement of the quality of life by designing technology solutions beneficial to a dynamic world;

5. To adopt a faculty development program that is responsive to the continuing development and engagement of faculty in research, technopreneurship, community service and professional development activities both in the local and international context;

6. To implement a facility development program that promotes a continuing acquisition of state of the art facilities that are at par with leading engineering and architecture schools in the Asia Pacific region; and,

7. To sustain a strong partnership and linkage with institutions, industries, and professional organizations in both national and international levels.

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Relationship of the Program Educational Objectives to the Vision-Mission of the University and the College of Engineering & Architecture:

Computer Engineering Program Educational Outcomes (PEOs):

Within a few years after graduation, our graduates of the Computer Engineering program are expected to have:

Vision-Mission

Christ-

Centeredness Integrity Excellence Community Societal

Responsibility

1. Practiced their profession     

2. Shown a commitment to life-long learning     

3. Manifested faithful stewardship

    

Relationship of the Computer Engineering Program Outcomes to the Program Educational Objectives:

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Computer Engineering Student Outcomes (SOs):

At the time of graduation, BS Computer Engineering program graduates should be able to:

PEOs

1 2 3

a) Apply knowledge of mathematics, physical sciences, and engineering sciences to the practice of Computer

Engineering.   

b) Design and conduct experiments, as well as to analyze and interpret data   

c) Design a system, component, or process to meet desired needs within realistic constraints such as economic, environmental, social, political, ethical, health and safety, manufacturability, and sustainability, in accordance with standards

  

d) Function on multidisciplinary teams   

e) Identify, formulate and solve engineering problems   

f) Have an understanding of professional and ethical responsibility   

g) Demonstrate and master the ability to listen, comprehend, speak, write and convey ideas clearly and effectively, in

person and through electronic media to all audiences.   

h) Have broad education necessary to understand the impact of engineering solutions in a global, economic,

environmental, and societal context   

i) Recognition of the need for, and an ability to engage in life-long learning and to keep current of the development   

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in the field

j) Have knowledge of contemporary issues   

k) Use the techniques, skills, and modern engineering tools necessary for engineering practice.   

l) Have knowledge and understanding of engineering and management principles as a member and leader in a

team, to manage projects and in multidisciplinary environments.   

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COURSE SYLLABUS

Course Title: OBJECT ORIENTED PROGRAMMING LECTURE Course Code: OBJPROG

Course Credit: 3 Units Year Level: 5th Year

Pre-requisites:

Co-requisite:

COMPROG2, DATASTRAN, DATASTRANL OBPROGL

Course Calendar:

1st Semester Course Description:

The course introduces object-oriented programming concepts and techniques using an object-oriented programming language (e.g. C++, Java, Python, etc.) It covers the imperative language features of the language in comparison with C and involves the students in graphical user interface development. The course also involves the students in hands-on work using various software tools based upon the latest Software Development Kit (SDK) of the programming language used.

Course Outcomes (COs):

After completing this course, the students should be able to:

Relationship to the Program Outcomes:

a b c d e f g h i j k l

1) Develop software/ graphical user interfaces using the object-oriented

paradigm D D

2) Apply object-oriented analysis and design to solve engineering

problems E

3) Apply best practices in coding software

E

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COURSE ORGANIZATION

Time

Frame Hours Course

Outcomes Course Outline

Teaching & Learning

Activities Assessment Tools

Resources Week

1

3 CO2 An Introduction to Object Oriented Programming and UML

 Learning About Programming

 Comparing Procedural and Object-Oriented Programming Concepts

 Procedural Programming

 Object-Oriented Programming

 Understanding Classes, Objects, and Encapsulation

 Understanding Inheritance and Polymorphism Library activity:

 The Unified Modeling Language (UML)

 Lecture

 Multimedia instruction

 Class discussion

 Questioning

 Small group

discussion on OOP and UML design

 Library work: UML

Seatwork

Classroom assignment Recitation

Direct observation

A[2], A[3], A[4], A[5], A[6], A[7], B[5]

Week 2

3 CO2 Object Technology

 Background

 Modeling

 UML (Unified Modeling Language)

 Analysis and Design Models

 Development Process Using the UML

 Objects: Combined Services and data

 Objects Make Excellent Software Modules

 Object Interaction is expressed as Messages

 Structure Diagrams

 Behavior Diagrams

 Model Management Diagrams

 Class Diagrams

 Lecture

 Multimedia instruction

 Class discussion

 Questioning

Seatwork Board Work Recitation Quiz

B[1], B[2], B[3], B[4], B[5]

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Week 3

3 CO1

CO2 CO3

Using Data

 Using Constants and Variables

 Learning About Different Data Types

 Displaying Data and Performing Arithmetic

 Understanding Numeric Type Conversion

 Using the JOptionPane Class for GUI Output Library activity:

 Methods, Classes, and Objects

 Lecture

 Multimedia instruction

 Class discussion

 Questioning

 Small group activities in using Data Types

 Library work:

Methods, Classes, and Objects

Seatwork Board Work Recitation

Classroom assignment Group work

A[1], A[2], A[3], A[4], A[5], A[6], B[5]

Week 4

3 CO1

CO2 CO3

Using Methods, Classes, and Objects

 Creating Methods

 Adding Parameter to Methods

 Creating Methods that Return Values

 Learning About Class Concepts

 An Introduction to Using Constructors

 Understanding that Classes are Data Types More Object Concepts

 Overloading a Method

 Using Constructors with Parameters

 Overloading Constructors

 Understanding Composition

 Lecture

 Multimedia instruction

 Class discussion

 Questioning

 Role playing in real- life application of Methods, Classes, and Objects

 Jeopardy game regarding Methods, Classes, and Objects concepts

Recitation

Direct observation Quiz

A[1], A[2], A[3], A[4], A[5], A[6], A[7], B[5]

Week 5

3 CO1

CO2 CO3

Making Decisions

 Planning Decision-Making Logic

 The if and if-else Structures

 Using Logical AND and OR Operators

 Using the switch Statement

 Lecture

 Multimedia instruction

 Class discussion

 Questioning

Seatwork Board Work Recitation

Classroom assignment

A[1], A[2], A[3], A[4], A[6], A[7], B[5]

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 Using the Conditional and NOT Operators

 Understanding Operator Precedence  Library work:

Inheritance

Week 6

3 CO1

CO2 CO3

Introduction to Inheritance

 Learning About the Concept of Inheritance

 Extending Classes

 Overriding Superclass Methods

 Calling Constructors During Inheritance

 Accessing Superclass Methods

 Employing Information Handling

 Methods You Cannot Override

 Lecture

 Multimedia instruction

 Class discussion

 Questioning

 Small group discussion on real- life application of Inheritance

Recitation

Direct observation Written examination

A[2], A[3], A[4], A[5], A[6], A[7]

 PRELIM EXAMINATION Week

7

3 CO1

CO2 CO3

Advance Inheritance Concepts

 Creating and Using Abstract Classes

 Using Dynamic Method Binding

 Creating Arrays of Subclass Objects

 Using Inheritance to Achieve Good Software Design

 Creating and Using Interfaces

 Creating Packages Library activity

 Exception Handling

 Lecture

 Multimedia instruction

 Class discussion

 Questioning

 Small group activities on real-life

applications of Advanced Inheritance

 Library work:

Exception Handling

Seatwork Board Work Recitation

Classroom assignment Group work

A[2], A[3], A[4], A[5], A[6], A[7], B[5]

Week 8

3 CO1

CO2 CO3

Exception Handling

 Learning About Exceptions

 Trying Code and Catching ExceptionS

 Throwing and Catching Multiple ExceptionS

 Lecture

 Multimedia instruction

 Class discussion

Recitation Group work Quiz

A[2], A[3], A[4], A[6], A[7], B[5]

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 Using the finally Block

 Understanding the Advantages of Exception Handling

 Specifying the ExceptionS a Method Can Throw

 Tracing ExeptionS Through the Call Stack

 Creating Your Own Exceptions

 Questioning

Week 9

3 CO1

CO2 CO3

File Input and Output

 Understanding Computer Files

 Using the File Class

 Understanding Data File Organization and Streams

 Using Streams

 Writing to and Reading from a File

 Writing Formatted File Data

 Lecture

 Multimedia instruction

 Class discussion

 Questioning

 Small group discussion on real- life applications of File Input and Output

Seatwork Board Work Recitation

Direct observation

A[2], A[3], A[4], A[5], A[6], A[7], B[5]

Week 10

3 CO1

CO2 CO3

 Reading Formatted File Data

 Using a Variable Filename

 Creating and Using Random Access Files

 Writing Records to a Random Access File

 Reading Records from a Random Access File

 Reading and Writing Objects to and From Files Library activity

 Swing Components

 Lecture

 Multimedia instruction

 Class discussion

 Questioning

 Small group activities on real-life

applications of File Input and Output

 Library work: Swing components

Recitation Group work

Classroom assignment Quiz

A[2], A[3], A[4], A[5], A[6], A[7]

Week 11

3 CO1

CO2 CO3

Introduction to Swing Components

 Understanding Swing Components

 Using the JFrame Class

 Lecture

 Multimedia instruction

Seatwork Board Work Recitation

A[1], A[2], A[4], A[6]

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 Customizing a JFrame’S Appearance

 Using a JLabel

 Using a Layout Manager

 Extending the JFrame Class

 Class discussion

 Questioning

Classroom assignment Direct observation

Week 12

3 CO1

CO2 CO3

 Adding JTextFieldS, JButtonS, and Tool Tips to a JFrame

 Learning About Event-Driven Programming

 Understanding Swing Event Listeners

 Using the JCheckBox Class

 Using the ButtonGroup Class

 Using the JComboBox Class

 Lecture

 Multimedia instruction

 Class discussion

 Questioning

 Small group discussion on designing Swing components using NetBeans

Recitation

Direct observation Written examination

A[1], A[2], A[4], A[6]

MIDTERM EXAMINATION Week

13

3 CO1

CO2 CO3

Advanced GUI Topics

 Understanding the Content Pane

 Using Color

 Learning More About Layout Managers

 Using the JPanel Class

 Creating JScrollPaneS

 Lecture

 Multimedia instruction

 Class discussion

 Questioning

 Small group activities on designing and developing GUIs using NetBeans

Recitation Board work Group work

A[1], A[2], A[4], A[6]

Week 14

3 CO1

CO2 CO3

 A Closer Look at Events and Event Handling

 Using AWTEvent Class Methods

 Handling Mouse Events

 Using Menus

 Lecture

 Multimedia instruction

 Class discussion

 Questioning

Seatwork Board Work Recitation

Classroom assignment Quiz

A[1], A[2], A[4], A[6]

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Library activity:

 Graphics  Library work:

Graphics

Week 15

3 CO1

CO2 CO3

Graphics

 Learning About the paint() and repaint() Methods

 Using the drawstring() Method

 Creating Graphics and Graphics2D Objects

 Lecture

 Multimedia instruction

 Class discussion

 Questioning

 Small group discussion on designing Graphics using NetBeans

Recitation

Direct observation

A[2], A[4], A[5], A[6]

Week 16

3 CO1

CO2 CO3

 Drawing Lines and Shapes

 Learning More About Fonts and Methods You Can Use With Them

 Drawing with Java 2D Graphics Library activity:

 Applets, Images, and Sounds

 Lecture

 Multimedia instruction

 Class discussion

 Questioning

 Small Group Activities

 Library work:

Applets, Images, and Sounds

Seatwork Board Work Recitation

Classroom assignment Quiz

A[2], A[4], A[5], A[6]

Week 17

3 CO1

CO2 CO3

Applets, Images, and Sound

 Introducing Applets

 Writing an HTML Document to Host an Applet

 Creating a JApplet that Contains an inti() Method

 Lecture

 Multimedia instruction

 Class discussion

 Questioning

Seatwork Board Work Recitation

A[2], A[4]

Week

3 CO1

CO2

 Working the JApplet Components

 Understanding the JApplet Life Cycle  Lecture

 Multimedia

Recitation

Direct observation

A[1], A[2], A[3], A[4], A[6], A[7]

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18 CO3  Understanding Multimedia and Using Images

 Adding Sound to JApplets

Submission of Final Project Using C#/Java Programming Language

instruction

 Class discussion

 Questioning

 Small group discussion on designing and developing Applets, Images, and Sound

 Small group activities on designing and developing Applets, Images, and Sound

 Small group activities on the design and development of Final Project in GUI with database interface using Microsoft Visual Studio C# / NetBeans with SQLite database

Final Project

Project presentation

FINAL EXAMINATION

Course References:

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A. Basic Readings

1) Doyle, B. (2016). C# programming: from problem analysis to program design fifth ed. Cengage Learning Asia Pte. Ltd.

2) Farrell, J. (2012). Java Programming: Concepts and Applications 2nd Ed. Cengage Learning Asia Pte. Ltd.

3) Harwani, B.M. (2015). Learning object-oriented programming in C# 5.0. Cengage Learning Asia Pte. Ltd.

4) Java Programming (2015). 3G Elearning FZ LLC.

5) Reges, S. (2011). Building Java programs: a back to basic approach. Pearson Education 6) Stephens, R. (2016). C# 24-hour trainer 2nd ed. John Wiley & Sons Inc.

7) Stephens, R. (2014). C# 5.0: programmer’s reference. John Wiley & Sons Inc.

B. Online References

1) Barclay, K. et. al (2003). Object-Oriented Analysis and Design with UML and Java. Butterworth-Heinamann. Retrieved from http://search.proquest.com/results/30C69B26D8CE475FPQ/1?accountid=148769

2) Kordon F. et. al. (2013). Embedded Systems: Analysis and Modeling with SysML, UML, and AADL (1). Wiley-ISTE. Retrieved from http://site.ebrary.com/lib/haulib/detail.action?docID=10700403&p00=SysML+with+Embedded+Analysis+Systems+Modeling &token=ff7a1455-9a8c-4171-9e82-2e530fddc2f1

3) Kuchana, P. (2004). Software Architecture Design Patterns in Java. CRC Press LLC. Retrieved from http://www.crcnetbase.com/doi/abs/10.1201/9780203496213.ch1

4) Lano, K. (2005). Advanced Systems Design with Java, UML and MDA. Butterworth-Heinemann. Retrieved from http://site.ebrary.com/lib/haulib/detail.action?docID=10391505&p00=Advanced+with+Systems+Java+Design

5) Purdum, J. (2011). Wrox beginning guides: Beginning C# 3.0: An Introduction to Object Oriented Programming (1). Wrox. Retrieved from http://site.ebrary.com/lib/haulib/detail.action?docID=10233112&p00=Wrox+beginning+C+Beginning+guides

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Course Requirements 1) 3 Major Exams (Prelims, Midterms, and Finals) 2) 6 Quizzes

3) Final Project: Software application with database

Grading System CAMPUS++ COLLEGE ONLINE GRADING SYSTEM

Legend: (All Items in Percent)

CSA Class Standing Average for All Performance Items (Cumulative) P Prelim Examination Score

M Midterm Examination Score F Final Examination Score MEA Major Exam Average PCA Prelim Computed Average MCA Midterm Computed Average FCA Final Computed Average

Computation of Prelim Computed Average (PCA) CSA =

MEA = P

PCA = (60%)(CSA) + (40%)(MEA)

Computation of Midterm Computed Average (MCA) CSA =

MEA =

MCA = (60%)(CSA) + (40%)(MEA)

Computation of Final Computed Average (FCA)

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CSA =

MEA =

FCA = (60%)(CSA) + (40%)(MEA) Passing Percent Average: 50

Transmutation Table

Range of Computed Averages Range of Transmuted Values Grade General Classification 94.0000 – 100.0000 97 – 100 1.00 Outstanding

88.0000 – 93.9999 94 – 96 1.25 Excellent 82.0000 – 87.9999 91 – 93 1.50 Superior 76.0000 – 81.9999 88 – 90 1.75 Very Good 70.0000 – 75.9999 85 – 87 2.00 Good 64.0000 – 69.9999 82 – 84 2.25 Satisfactory 58.0000 – 63.9999 79 – 81 2.50 Fairly Satisfactory 52.0000 – 57.9999 76 – 78 2.75 Fair

50.0000 – 51.9999 75 3.00 Passed

Below Passing Average 5.00 Failed

6.00 Failure due to absences 8.00 Unauthorized or unreported withdrawal

Note: A student's Computed Average is a consolidation of Class Standing Percent Average and Major Exam Percent Average.

Course Policies Maximum Allowable Absences: 10 (held 3 times a week); 7 (held 2 times a week)

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Date Revised: Date Effectivity: Prepared By: Checked By: Approved By:

May 30, 2016 June, 2016 Engr. Gerard C. Cortez CpE Faculty

Engr. Gerard C. Cortez Chairperson, CpE Department

Dr. Doris Bacamante

Dean, College of Engineering and Architecture

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COURSE CONTENT Time table Desired Learning Outcomes Course Content/Subject Matter Teaching and Learning Activities Methodology Assessment Task/Student Output