IB Computer Science HL · Year 2 · Lesson 15
B3.1 cumulative Paper 2 checkpoint
Object-oriented programming models a problem through classes and objects, with clear responsibilities and controlled access to state.
Paper 250 minutesB3.1.1 · B3.1.2 · B3.1.3 · B3.1.4 · B3.1.5
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Today’s targets
What you need to be able to do
2 / 7
- EvaluateThe fundamentals of OOP
- ConstructA design of classes, their methods and behaviour
- DistinguishBetween static and non-static variables and methods
- ConstructCode to define classes and instantiate objects
B3.1.1B3.1.2B3.1.3B3.1.4B3.1.5
Paper 2 lensMatch the depth of every response to the command term. Previously learned content can move quickly, but retrieval must still be accurate.
Page 2 of 7
Retrieve
Rapid Recall Deck
3 / 7
Say the answer aloud before flipping. Mark secure knowledge quickly and spend time on the gaps.
- In OOP, what is the difference between state and behaviour?: State is the data stored in attributes; behaviour is the set of operations provided by methods.
- Why use a UML class diagram before implementation?: It makes the planned structure, responsibilities, attributes, methods, and relationships explicit before code is written.
- Which member type should store a value shared by every object of a class?: A static/class variable, because the value belongs to the class rather than to individual instances.
- Which member type should store a value that differs for each object?: An instance variable.
- How do constructor and instantiation relate?: Instantiation creates the object; the constructor initializes its starting state during that creation process.
- How do encapsulation and information hiding support maintainability?: They reduce dependence on internal implementation details, so internals can change without forcing unrelated code to change.
Page 3 of 7
Consolidate
Rebuild the topic from memory
4 / 7
Closed-notes retrievalReconstruct the core ideas, operations, diagrams and trade-offs before checking earlier lessons.
- B3.1.1 The fundamentals of OOP
- B3.1.2 A design of classes, their methods and behaviour
- B3.1.3 Between static and non-static variables and methods
- B3.1.4 Code to define classes and instantiate objects
- B3.1.5 And apply the concepts of encapsulation and information hiding in OOP
Page 4 of 7
Apply
Transfer to a new scenario
5 / 7
ScenarioA library-management application needs a design or technical decision related to today’s topic. Explain what matters and why.
- Model real-world entities using OOP concepts: classes, objects, inheritance, encapsulation, polymorphism
- The advantages and disadvantages of using OOP in various programming scenarios
- Classes and their methods, based on application requirements
- Use of unified modelling language (UML) class diagrams to represent class relationships, attributes and methods, to aid effective software design and planning
- Compare static and non-static variables and methods, including their usage and scope
- When to use instance variables instead of class variables, and how to apply these concepts effectively in code
Page 5 of 7
Exam lens
Paper 2 practice
6 / 7
Build the response before checking notesUse precise terminology and match the required depth.
- Evaluate: The fundamentals of OOP in the context of a library-management application.
- Construct: A design of classes, their methods and behaviour in the context of a library-management application.
- Distinguish: Between static and non-static variables and methods in the context of a library-management application.
Self-checkAnswer the exact command term. For explain, include mechanism/reason; for compare, pair criteria; for discuss/evaluate/justify, build supported reasoning and a conclusion.
Page 6 of 7
Homework
Finish the learning cycle
7 / 7
IA — main task
Continue Criterion D development. Keep code readable, record meaningful implementation decisions, and maintain testing/evidence notes as you work.
Syllabus — short
Complete one targeted Paper 2/Paper 1 retrieval task from today’s lesson.
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End of Lesson 15.