Unit 20: Advanced Programming Assignment
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Added on 2021-11-23
Unit 20: Advanced Programming Assignment
Added on 2021-11-23
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ASSIGNMENT 2 FRONT SHEET
Qualification TEC Level 5 HND Diploma in Computing
Unit number and title Unit 20: Advanced Programming
Submission date Date Received 1st submission
Re-submission Date Date Received 2nd submission
Student Name Student ID
Class 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
P3 P4 M3 M4 D3 D4
~ 1 ~
Qualification TEC Level 5 HND Diploma in Computing
Unit number and title Unit 20: Advanced Programming
Submission date Date Received 1st submission
Re-submission Date Date Received 2nd submission
Student Name Student ID
Class 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
P3 P4 M3 M4 D3 D4
~ 1 ~
❒ Summative Feedback: ❒ Resubmission Feedback:
Grade: Assessor Signature: Date:
Internal Verifier’s Comments:
Signature & Date:
~ 2 ~
Grade: Assessor Signature: Date:
Internal Verifier’s Comments:
Signature & Date:
~ 2 ~
~ 3 ~
Table of contents
Table of contents........................................................................................................................4
I. Introduction........................................................................................................................5
II. Build an application derived from UML class diagrams...................................................5
III. Design Patterns................................................................................................................12
1. What is design pattern.................................................................................................12
2. When use design patterns............................................................................................13
3. Categorization of patterns............................................................................................13
3.1 Creational Pattern..................................................................................................14
3.1.1 Factory pattern...............................................................................................14
3.1.2 Abstract Factory Pattern.................................................................................16
3.1.3 Builder Pattern...............................................................................................16
3.1.4 Singleton Pattern............................................................................................17
3.1.5Prototype Pattern............................................................................................17
3.2 Structure Patterns..................................................................................................18
3.2.1 Adapter Pattern..............................................................................................18
3.2.2 Bridge Pattern................................................................................................19
3.2.3 Composite Pattern...............................................................................................19
3.2.4 Decorator Pattern................................................................................................19
3.1.5Flyweight Pattern...........................................................................................20
3.3 Behavior Patterns..................................................................................................23
3.3.1 Chain-of-responsibility Pattern...........................................................................23
3.3.2 Command Pattern...............................................................................................24
3.3.3 Observer Pattern.................................................................................................24
3.3.4 State Pattern........................................................................................................25
3.3.5 Strategy Pattern...................................................................................................25
IV. Conclusion.......................................................................................................................27
V. References........................................................................................................................28
~ 4 ~
Table of contents........................................................................................................................4
I. Introduction........................................................................................................................5
II. Build an application derived from UML class diagrams...................................................5
III. Design Patterns................................................................................................................12
1. What is design pattern.................................................................................................12
2. When use design patterns............................................................................................13
3. Categorization of patterns............................................................................................13
3.1 Creational Pattern..................................................................................................14
3.1.1 Factory pattern...............................................................................................14
3.1.2 Abstract Factory Pattern.................................................................................16
3.1.3 Builder Pattern...............................................................................................16
3.1.4 Singleton Pattern............................................................................................17
3.1.5Prototype Pattern............................................................................................17
3.2 Structure Patterns..................................................................................................18
3.2.1 Adapter Pattern..............................................................................................18
3.2.2 Bridge Pattern................................................................................................19
3.2.3 Composite Pattern...............................................................................................19
3.2.4 Decorator Pattern................................................................................................19
3.1.5Flyweight Pattern...........................................................................................20
3.3 Behavior Patterns..................................................................................................23
3.3.1 Chain-of-responsibility Pattern...........................................................................23
3.3.2 Command Pattern...............................................................................................24
3.3.3 Observer Pattern.................................................................................................24
3.3.4 State Pattern........................................................................................................25
3.3.5 Strategy Pattern...................................................................................................25
IV. Conclusion.......................................................................................................................27
V. References........................................................................................................................28
~ 4 ~
I. Introduction
Based on the class diagram created in assignment 1, in this assignment I will build an
application derived from that UML class diagram. Then, I will cover a series of design
patterns with relevant examples of creative, structural, and behavioral patterns.
My report includes two parts:
Build an application derived from UML class diagram.
Design patterns.
II. Build an application derived from UML
class diagrams.
I have just made a contract with FPT company and are about to be appointed as a project
leader for a group of programmers to develop its Product Management System. In this
Product Management System, I am required to create an application to store list of products
and list of products. With the system, the user can enter information about technology
products and home appliances such as id, name, price, ... in the system, correct the
information if it is incorrect, or completely delete the information of the product. View a list
of all of the system’s products. To create this system, I used the Java programming language.
My product management system includes the following features:
1) Add a technology product
2) Display list of technology product
3) Update a technology product
4) Delete a technology product
5) Add a houseware product
6) Display list of houseware product
7) Update a houseware product
8) Delete a houseware product.
Below is the main menu of the program.
~ 5 ~
Based on the class diagram created in assignment 1, in this assignment I will build an
application derived from that UML class diagram. Then, I will cover a series of design
patterns with relevant examples of creative, structural, and behavioral patterns.
My report includes two parts:
Build an application derived from UML class diagram.
Design patterns.
II. Build an application derived from UML
class diagrams.
I have just made a contract with FPT company and are about to be appointed as a project
leader for a group of programmers to develop its Product Management System. In this
Product Management System, I am required to create an application to store list of products
and list of products. With the system, the user can enter information about technology
products and home appliances such as id, name, price, ... in the system, correct the
information if it is incorrect, or completely delete the information of the product. View a list
of all of the system’s products. To create this system, I used the Java programming language.
My product management system includes the following features:
1) Add a technology product
2) Display list of technology product
3) Update a technology product
4) Delete a technology product
5) Add a houseware product
6) Display list of houseware product
7) Update a houseware product
8) Delete a houseware product.
Below is the main menu of the program.
~ 5 ~
~ 6 ~
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