ASSIGNMENT 2 FRONT SHEET QualificationBTEC Level 5 HND Diploma in Computing Unit number and titleUnit 1: Programming Submission dateDate Received 1st submission Re-submission DateDate Received 2nd submission Student NameStudent ID ClassRT7Assessor name Student declaration I certify that the assignment submission is entirely my own work and I fully understand the consequences of plagiarism.I understand that making a false declaration is a form of malpractice. Student’s signature Grading grid P2P3P4P5M2M3M4D2D3D4 1
Table of Contents I.Introduction.............................................................................................................................................5 II.Programming paradigms.........................................................................................................................5 1.Procedural Programming.....................................................................................................................5 2.Object-Oriented Programming............................................................................................................7 2.1What is OOP?...............................................................................................................................7 2.2The Characteristics of OOP?........................................................................................................7 3.Event-Driven Programming..............................................................................................................13 4.The relationship between POP, OOP, EDP.......................................................................................14 III.IDE features..........................................................................................................................................15 1.IDE.....................................................................................................................................................15 2.Program.............................................................................................................................................19 2.1Overview my program...............................................................................................................19 2.2Design and implement................................................................................................................20 2.3Test.............................................................................................................................................29 IV.Explain the debugging process and explain the debugging facilities available in the IDE..................46 1.Debugging Process............................................................................................................................46 2.Explain debugging process................................................................................................................48 V.Coding standard....................................................................................................................................52 1.Coding standard.................................................................................................................................52 2.Coding standard in my code..............................................................................................................53 VI.Conclusion............................................................................................................................................57 VII.References.........................................................................................................................................57 4
I.Introduction In this assignment, I will create a report that should include: -Introduction to my program. -Next, I will need to explain what procedural, object-oriented (Class and Object) and event-driven paradigms are with their characteristics. -Explain the common features of an IDE should have and evidence of how the IDE was used to manage the development of my code. -Write a program that implements an algorithm using an IDE. Here, I will write a student management program. The application will allow the user to input inputs and perform specific CRUD (Create/Read/Update/Delete) actions. -An explanation and evaluation of the debugging process in the IDE used and how it helped with development. -An explanation and evaluation of coding standards used in your program and the benefits to organizations of using them. II.Programming paradigms 1.Procedural Programming Definition: Procedural programming is built around the concept of developing programs based on sub tasks (also knows as modules of code). The modules are called and connected by a single parent module that coordinates all of the modules into a working solution. Procedural programming gets its name from procedures. A procedure is a subtask that is implemented in programming languages under a variety of language specific names (i.e., functions, procedures, method, sub routines, etc.) 5
Figure1. Procedural programming Characteristics of POP While designing a program, POP follows a top-down programming approach. Most functions allow system-wide data to be shared. It also divides larger programs into smaller parts called functions. It allows to move data freely around the system. Data is converted by functions from one form to another. Example of POP (C# Programming Language) 6
2.Object-Oriented Programming 2.1What is OOP? OOP stands for Object-Oriented Programming. Object-oriented programming is a methodology or paradigm to design a program using classes and objects. OOP focuses on the objects that developers want to manipulate rather than the logic required to manipulate them. This approach to programming is well- suited for programs that are large, complex and actively updated or maintained. If you look at how you accomplish tasks in the world around you, you can see that you interact in an object-oriented world. If you want to go to the store, for example, you interact with a car object. A car object consists of other objects that interact with each other to accomplish the task of getting you to the store. You put the key object in the ignition object and turn it. This in turn sends a message (through an electrical signal) to the starter object, which interacts with the engine object to start the car. As a driver, you are isolated from the logic of how the objects of the system work together to start the car. You just initiate the sequence of events by executing the start method of the ignition object with the key. You then wait for a response (message) of success or failure. Some benefits of OOP: A more intuitive transition from business-analysis models to software-implementation models. The ability to maintain and implement changes in the programs more efficiently and rapidly. The ability to create software systems more effectively using a team process, allowing specialists to work on parts of the system. The ability to reuse code components in other programs and purchase components written by third- party developers to increase the functionality of existing programs with little effort. Better integration with loosely coupled distributed-computing systems. Improved integration with modern operating systems. The ability to create a more intuitive graphical-user interface for the users. 2.2The Characteristics of OOP? In this section, I am going to examine some fundamental concepts and terms common to all OOP languages.Class A class is the core of any modern Object-Oriented Programming language such as C#. In OOP languages it is mandatory to create a class for representing data. A class is a blueprint of an object that contains variables for storing data and functions to perform operations on the data. 7
A class will not occupy any memory space and hence it is only a logical representation of data. To create a class, you simply use the keyword "class" followed by the class name: Object In OOP terms, an object is a structure for incorporating data and the procedures for working with that data. For example, if you were interested in tracking data associated with product inventory, you would create a product object that is responsible for maintaining and using the data pertaining to the products. If you wanted to have printing capabilities in your application, you would work with a printer object that is responsible for the data and methods used to interact with your printers. A class is a template or blueprint from which objects are created. So, an object is the instance(result) of a class. I can find various Object definitions as: 1)An object is a real-world entity. 2)An object is a software bundle of related variable and methods. 3)An object is a thing, both tangible and intangible, that we can imagine. 4)The object is an instance of class. Figure2. Example of Object 8
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