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Unit 1: Programming Submission

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Added on  2022-01-19

Unit 1: Programming Submission

   Added on 2022-01-19

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ASSIGNMENT 2 FRONT SHEET
Qualification BTEC Level 5 HND Diploma in Computing
Unit number and title Unit 1: Programming
Submission date Date Received 1st submission
Re-submission Date Date Received 2nd submission
Student Name Student ID
Class RT7 Assessor 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
P2 P3 P4 P5 M2 M3 M4 D2 D3 D4
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Unit 1: Programming Submission_1
Summative Feedback: Resubmission Feedback:
Grade: Assessor Signature: Date:
Lecturer Signature:
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Unit 1: Programming Submission_2
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Unit 1: Programming Submission_3
Table of Contents
I. Introduction.............................................................................................................................................5
II. Programming paradigms.........................................................................................................................5
1. Procedural Programming.....................................................................................................................5
2. Object-Oriented Programming............................................................................................................7
2.1 What is OOP?...............................................................................................................................7
2.2 The 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
2.1 Overview my program...............................................................................................................19
2.2 Design and implement................................................................................................................20
2.3 Test.............................................................................................................................................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
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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.)
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Figure 1. 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)
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2. Object-Oriented Programming
2.1 What 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.
2.2 The 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.
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Unit 1: Programming Submission_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.
Figure 2. Example of Object
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Unit 1: Programming Submission_8

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