CIS-255 Object Oriented Programming in C++ Bristol Community College Computer Information Systems Department Fall 2018

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1 CIS-255 Home page: CIS-255 Object Oriented Programming in C++ Bristol Community College Computer Information Systems Department Fall 2018 Catalog Description C++ is a widely used programming language for application development. In this course, the students learn a language that has many practical uses in the real world. The course introduces C++ syntax and functions not found in the traditional C. The fundamental concepts of the object oriented paradigm are introduced and object oriented programming is stressed in place of traditional structured programming. Object arrays, pointers to objects, and linked lists of objects are the focus of the class. Prerequisite: CIS 155 or permission of the instructor. Three class hours a week. Instructional Support Fee applies. Competency met: Critical Analysis (1.0), Technical Literacy (8.0) 3 credits. Prerequisite: CIS 155 or permission of the instructor Instructor: Igor Kholodov Igor.Kholodov@bristolcc.edu Office: K211 Telephone: Meeting days and times: Lecture: room K-105 Tuesdays 3:30 pm-6:10 pm. Course Outcomes 1. Create C++ programs that make use of C++ classes and reference variables. 2. Apply the concepts of inheritance and polymorphism. 3. Write and use virtual functions and overloaded operators. 4. Create C++ classes with appropriate sets of constructors and destructors. 5. Dynamically allocate and deallocate memory. 6. Apply function overloading and operator overloading in C++ programs. 7. Understand static data members and functions as well as templates and C++ standard library (STL). Course Objectives In this course students will become familiar with fundamental concepts of C++, one of today's most important programming languages. Modern C++ programs are fast, reliable, and portable across multiple hardware platforms and operating systems. For those who need the ultimate power in writing computer programs, learning C/C++ skills is a guaranteed way to succeed. At the completion of this course the student will be able to: Explain how a program written in a high level language such as C/C++ is translated into the language of the OS/hardware Explain how OS/hardware executes a program that has been translated Describe how GUI software interacts with OS/hardware Understand how software design impacts the performance of a program Specific goals to meet these objectives include: Using C++ classes to organize the program Understanding constructors and destructors Programming with static data members and static member functions Using reference variables Writing overloaded functions and operators

2 Understanding dynamic memory allocation Using class inheritance Understanding polymorphism Writing virtual functions Programming with templates and C++ standard library (STL) Understanding how program algorithms determine the performance of a program Required Texts Title: Programming Principles and Practice Using C++ by Bjarne Stroustrup Publisher: Addison-Wesley, nd edition ISBN-13: ISBN-10: The textbooks are available in the bookstore. Disability Accommodations If you are a student who would normally seek accommodations in a traditional, face to face classroom, or if you have a documented disability and will be requiring accommodations, please contact me and the Office of Disability Services (508) (Fall River, ext. 2955; Attleboro and Taunton, ext. 2996, New Bedford, ext. 4011) as soon as possible to arrange for appropriate accommodations. You may also contact Office of Disability Services (ODS) online at Course Organization The major components of this course are six programming projects and weekly programming laboratories - class attendance is mandatory. The labs will start the first week of classes. The labs are designed to help you with the programming projects. In the laboratories you will practice programming techniques used in Object-Oriented Design and Graphical User Interface programming. Minimum Requirements for a Passing Grade Curiosity and love for learning. Responsibility for reading the textbook, studying the handouts, and keeping current with the class material. Ability to research any subject not covered in textbook or lecture handouts Average grade of 60 or greater on quizzes and the Final Exam. Completion of 80 percent of all homework assignments. Weights for the Final Grade Determination Labs/Attendance 20% Homework Assignments 50% Quizzes 20% Final Exam 10% Final Grades will be assigned as follows: A A A B B B C C C D D D- Below 60 F Teaching Methodology The lecture will be the principal teaching method used in this course. "Handouts" and sample programs will be available on the class web page. Class discussions will be conducted pertaining to the lab exercises. Software demos and overhead slides will be used.

3 It will be imperative that the student completes all assigned readings and required homework prior to class. Inability to do so is a formula for failure. Coming to class prepared is essential for successful completion of this course. Attendance Policy Attendance is recorded weekly based on the student's ability to submit quality and timely lab/programming assignments each week. Students are considered "present" for the week if they submit the required lab assignment (with a satisfying passing grade) prior to the due date for that week. Poor attendance may affect your final grade. Students are responsible for withdrawing officially if they stop attending any or all classes. Faculty no longer have the ability to withdraw a student from a class. A grade of "F" will be assigned to any student who stops attending a course but does not officially withdraw. Students are encouraged to meet with an advisor before making any changes to their schedule. Withdrawals impact Satisfactory Academic Progress and can place the student at risk for academic probation or dismissal. Students who use financial aid and who subsequently withdraw may be required to return some or all funds received. Withdrawals are accepted until the tenth week of classes. Students may withdraw online in accessbcc, in person at any Enrollment Center, or via their college to enrollmentservices@bristolcc.edu. requests must come from the student's BCC college address and must include the student's name, BCC student ID number, and course information (CRN, course and section number). from non-college accounts will not be accepted. If a student officially withdraws after the third week of classes, there will be no tuition or college fee refunds. For more information, see the College Catalog at Students with questions should contact Enrollment Services via any of the methods mentioned above or at BCC Academic Policies College-wide Academic Policies outlined in BCC Academic Catalog directly apply to this course. It is your responsibility to read carefully and understand Academic Information, especially Academic Integrity, Academic Dishonesty, Academic Negligence, Plagiarism, and Classroom conduct, published online. See BCC Catalog Academic Information for details: Weekly Handouts Handouts that summarize the important material should be used for study and further research every week. All materials are available for download on the course web site. Follow the course outline to locate the related info. Homework Assignments Class discussions will be conducted pertaining to the programming assignments before each assignment and after. Assignments received after the due date will not be accepted for credit, unless prior arrangements have been made with the instructor. Duplicate assignments received from two or more students will not be graded. Assignment submissions should be the work of your own study, research and understanding. NEED HELP OR SUPPORT? If you feel overwhelmed and need help or support at any time, please know that Bristol faculty & staff are here for you and we can address your needs or refer you to the appropriate resources necessary! While we always encourage students to seek assistance from their instructor for academic challenges, for other concerns, or if they are not available, we recommend you reach out to the Advising Center digitally by visiting or by ing "advisingcenter@bristolcc.edu". In a hybrid course and need to meet with someone in person? No problem! In Fall River, call or stop by at our location on Elsbree Street in G-Building, on the second floor in room 200. In New Bedford, call or stop by at our location on 800 Purchase Street.

4 In Attleboro, call or stop by at our location on 11 Field Road. In Taunton, call or stop by at our location in the Sliver City Galleria at 2 Galleria Mall Drive We are here to help you succeed. Reach out today! CIS-255 TENTATIVE SCHEDULE Week 1. GUI Programming With FLTK Library BCC Student Handbook Tip: "For each hour in class, you should expect to study at least 2-3 hours outside of class. Know your limits, avoid over scheduling yourself (whether it be work or class). Set up a schedule that you know will allow you to earn good grades. And, maintain a day planner to help you stay organized." Textbook Chapter 2, Hello, World! Textbook Chapter 8.3, Header files Textbook Chapter 17.3, Memory, addresses, and pointers Textbook Chapter 17.4, Free store and pointers Handout: C++ Memory Access ( presentation ) Handout: C++ Pointers ( presentation ) Handout: C++ pointer arithmetic Handout: strlen, strcpy, strcmp Lab 1: FLTK Library and Visual Studio C++ Project Configuration project configuration walkthrough release and debug builds; compiler and linker settings; output directories console and a plain window builds; debugging and testing Install and configure FLTK library on your home machine Configure and test Lab 1 project on your home machine Week 2. FLUID GUI designer Textbook Chapter 8, Technicalities: Functions, etc. codeproject.com A Beginner's Guide to Pointers article Handout: Classes and OOP concepts ( presentation ) Handout: Bits, Bytes, Hexadecimals, and ASCII ( presentation ) Lab 2: FLUID GUI designer and FLTK Widgets making a copy of an existing project Using FLUID GUI designer, saving FLUID project, code generation for a simple window operator new, pointers, pointers to objects, pointer-to-member -> operator FLTK widgets Week 1 and 2 reading Project 1: GUI class emulator app Week 3. C++ classes, FLTK Basics Textbook Chapter 9, Technicalities: Classes, etc. Handout: Encapsulation ( presentation ) Encapsulation, struct, access specifiers, scope management, function overloading, and friends. Lab 3: FLUID Window Class C++ class, public and private access specifiers class constructor class inheritance code generated by FLUID: the content of.h and.cxx files

5 syntax elements: class CFluidWindow CFluidWindow::CFluidWindow() class CDemoWindow : public CFluidWindow public: void show() // what it does, how does it get called from main() Quiz: C++ Memory Access Week 4. GUI callback functions and widgets Textbook Chapter 9, Technicalities: Classes, etc. Textbook Chapter 8.5, Function call and return Lab 3a: Window closing callback static class members: functions and variables Lab 3b: Fl_Input, Fl_Output, Fl_Button The this pointer Week 5. C++ object lifecycle Textbook Chapter 8.3, Header files Handout: C++ object lifecycle ( presentation ) constructors, default constructors, destructors, references, copy constructors Lab 4: Window class header and implementation file C++ project organization:.h.cpp.cxx.obj.lib.exe.dll std::stringstream and double-to-text conversions Project 2: Radian-degree conversion app Week 6. C++ object lifecycle, cont. Textbook Chapter 9.7 Class interfaces Online Q&A C++ FAQ Lite: Constructors by Marshall Cline Lab 5: Multi-line text, Fl_Text_Editor, and Fl_Text_Buffer C++ class constructors and destructor Week 7. Constructor initializer lists Handout: Initializer lists and const qualifiers ( presentation ) Online article Dynamic Memory from cplusplus.com Lab 6: Fl_Box, Fl_Image, Fl_JPEG_Image Usage of Fl_Box, Fl_Image, and Fl_JPEG_Image Resizing the image to fit the Fl_Box Lab 7: Fl_File_Chooser Using dynamic memory Memory cleanup

6 new and delete Using WinMerge to compare two files Lab 8: Fl_Native_File_Chooser Project 3: Simple text editor app Week 8. Custom drawing, mouse and keyboard events Textbook Chapter 17, Vector and Free Store Textbook Chapter 19.3, Templates Handout: C++ Templates ( presentation ) C++ template classes and functions Lab 9: Fl_Box and custom drawing Custom drawing - where and when Drawing API: 2D and 3D, Cartesian coordinate system, and transformations (math!) Lab 10: CPrimitiveLine and mouse events std::vector CDrawBox::handle() Widget borders and clipping Quiz: C++ Pointers and memory allocation Week 9. C++ Standard Library containers Handout: STL Part I, Containers ( presentation ) Textbook: refer to the textbook index to find related information Lab 12: Radio buttons Lab 13: Check box widget Widget activate() and deactivate() Project 4: Selecting JPEG images by radio buttons Week 10. C++ Standard Library iterators and algorithms Handout: STL Part II, Associative containers, iterators, and algorithms ( presentation ) Textbook: refer to the textbook index to find related information Lab 14: CDrawBox merged with radio buttons and check box Using WinMerge to compare folders Week 11. C++ class inheritance Textbook Chapter 14, Graphics Class Design Handout: Class Inheritance and Object-Oriented Design ( presentation ) Lab 15: Scratch Pad App Hierarchy of classes

7 Pointers to CPrimitiveBase Pure virtual functions Resource Acquisition Is Initialization (RAII) idiom (wikipedia.org) std::unique_ptr FLTK drawing functions Lab 16: CDrawBox header and implementation file Refactoring (restructuring) the source code Lab 15 source code documentation Project 5: Advanced Scratch Pad App Week 12. FLTK Menus Textbook Chapter 23, Text Manipulation Handout: std::string ( presentation ) See also: std::string reference by cplusplus.com Case-insensitive string example: icstring.zip Lab 20: FLTK Menu classes Menu bar, menus, and menu items Menu callbacks std::string Lab 21: Scratch Pad with load and save functionality Overloaded operator << Saving and loading a string from a file Week 13. FLTK Timers and animation Textbook Chapter 9.6, Operator overloading Textbook Chapter 18, Vectors and Arrays Handout: Operator Overloading ( presentation ) Operator overloading, conversion constructors, conversion operators Lab 30: Fl_Progress bar and Timer events (Part I) Thread of execution, UI thread, worker thread System timer and timer events Lab 31: Fl_Progress bar and Timer events (Part II) Progress bar animation Project 6: Scratch Pad status line Week 14. Beyond CIS-255 Textbook Chapter 19, Vectors and Arrays Handout: Linked Data Structures ( presentation ) Sample code: singly_linked_list.cpp Discussion: Using lists in games and simulations. "Bugs and worms" example. A "worm" is a series of nodes in a list. While moving, the nead tells the tail where to go on each move. The keyboard moves the head, the rest of the worm's body (list nodes) know where to move themselves.

8 Week 15. Review Homework Project 6 is due Project review sessions Final Exam C++ Tutorial cplusplus.com Reference: cplusplus.com POSIX Reference from IEEE Open Group Base Specification Note: This syllabus is a suggested course outline and will be generally followed, subject to change according to the instructor's discretion and needs. Academic flexibility is important.

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