Module Title:Object Oriented Programming
Language of Instruction:English
Credits: 5
NFQ Level:6
Module Delivered In 1 programme(s)
Teaching & Learning Strategies: The course material will be delivered by a mixture of traditional lectures and laboratory based lectures where learners can explore programming constructs as they are introduced. Students will also be assigned practical exercises that address the learning outcomes.
Module Aim: To provide learners with object-oriented programming skills and use object-oriented techniques to solve problems of moderate complexity.
Learning Outcomes
On successful completion of this module the learner should be able to:
LO1 Develop small components in C++ using the object-oriented paradigm.
LO2 Demonstrate a practical knowledge of memory allocation and the application of pointers, smart pointers and references.
LO3 Use a profiling tool to identify potential bottlenecks in an application.
Pre-requisite learning
Module Recommendations

This is prior learning (or a practical skill) that is recommended before enrolment in this module.

No recommendations listed
Incompatible Modules
These are modules which have learning outcomes that are too similar to the learning outcomes of this module.
No incompatible modules listed
Co-requisite Modules
No Co-requisite modules listed
This is prior learning (or a practical skill) that is mandatory before enrolment in this module is allowed.
Successful completion of year 1 or equivalent

Module Content & Assessment

Indicative Content
Introduction and language features
Compilation process, IO and standard libraries, addresses and pointers, fundamental language features (type checking, cast operators, function overloading, default function arguments, enumerations)
OOP core concepts part 1
Classes, members and construction functions, composition, header file organisation.
OOP core concepts part 2
Inheritance: generalisations, specialisation, abstract classes and polymorphism, RTTI operators.
Memory management
Operators new, delete and delete [], rule of three, smart pointers, move semantics (rule of five).
Optimising code
Performance and optimisations, introduction to profiling.
Assessment Breakdown%
Continuous Assessment20.00%
End of Module Formal Examination40.00%
Continuous Assessment
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Other Class exam 1 20.00 Week 6
No Project
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Practical/Skills Evaluation Participation in and completion of practical work 1,2,3 40.00 n/a
End of Module Formal Examination
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Formal Exam 90 minute written examination 1,2 40.00 End-of-Semester

ITCarlow reserves the right to alter the nature and timings of assessment


Module Workload

Workload: Full Time
Workload Type Frequency Average Weekly Learner Workload
Lecture 12 Weeks per Stage 1.00
Laboratory 12 Weeks per Stage 4.00
Estimated Learner Hours 15 Weeks per Stage 4.33
Total Hours 125.00

Module Delivered In

Programme Code Programme Semester Delivery
CW_KCCGD_B Bachelor of Science (Honours) in Computer Games Development 3 Mandatory