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[.]
ASSIGNMENT FRONT SHEET Qualification BTEC Level 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 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 ❒ Summative Feedback: Grade: Lecturer Signature: ❒ Resubmission Feedback: Assessor Signature: Date: Contents Chapter – Introduction to your program (P1) 1.1 Introduce the Overview .5 1.2 List the function of the Delta calculation program .5 Chapter – Explain programming paradigms (P1) 2.1 Explain what is Procedural Programming with source code and illustrations 2.2 Explain what is Object-Oriented Programming with source code and illustrations 2.3 Explain what is Event-Driven Programming with source code and illustrations 2.4 Conclude which paradigms will be used to develop the application with an explanation Chapter – IDE features (P1) 10 3.1 Introduce what an IDE is 10 3.2 Introduce features of IDE with illustrations 10 3.2.1 The ability to detect errors: 10 3.2.2 Highlight the syntax contained in the code 11 3.3 An explanation and evaluation of the debugging process in the IDE used and how it helped with development 12 3.4 Evidence that you have used debugging during the implementation .12 3.5 An evaluation of developing applications using an IDE versus developing an application without using an IDE 12 Chapter – Design and Implementation (P1) 13 4.1 Flowchart of the application 13 4.2 Source code and screenshots of the final application with explanation 19 4.2.1 Source Code .19 4.2.2 Screenshots of the final application 21 4.3 Explain and evaluate coding standards used in the program 23 4.3.1 Space between methods: 23 4.3.2 Rule of brackets: 24 4.3.3 if else .26 4.3.4 Length of a line of code 27 4.4 4.4.1 Explain the benefits of using coding standards 27 Benefits of using coding standards 27 REFERENCES .28 1.1 Chapter – Introduction to your program (P1) Introduce the Overview: ● Nowadays, there are many schools in the country Especially with large schools, there are many students attending Therefore, it is not easy to manage student data Seeing this difficulty, I wrote a program to manage student data 1.2 List the function of the Delta calculation program: ● ● ● ● ● ● 2.1 Add new student Delete a student Search a student by id Sort students by average Show all student Exit Chapter – Explain programming paradigms (P1) Explain what is Procedural Programming with source code and illustrations ● Procedure-oriented programming, often known as procedural programming, is a classic programming method that divides a program into functions ● Subroutines execute with the aid of other functions or smaller subroutines In other words, structured programming reduces a large problem to a smaller one and a smaller one to a smaller one Once the issue is resolved, keep going Simply put, structured programming breaks down a big problem into a small problem, a minor problem into a micro problem And so on until the problem is solved ● Characteristic: o While designing a program, POP follows a top-down programming approach o Most functions allow system-wide data to be shared o It also divides more extensive programs into smaller parts called functions o It allows data to move freely around the system o Functions convert data from one form to another Figure 1: POP in the program (Source: https://docs.microsoft.com/en-us/windows/win32/rpc/the-programming-model) 2.2 Explain what is Object-Oriented Programming with source code and illustrations ● OOP is considered to increase productivity, simplify maintenance complexity, and extend software by allowing programmers to focus on higher-order software objects In addition, many people think that OOP is more receptive to those who are new to programming than previous methods In a nutshell, this is a concept and an attempt to lighten the code for programmers, allowing them to create applications where external elements can interact with those programs like interacting with physical objects ● Objects in an OOP language are combinations of code and data that are seen as a single unit Each object has a unique name, and all references to that object are made through its name Thus, each object has the ability to receive messages, process data (inside it), and send out or respond to other objects or to the environment ● Characteristic: o Inheritance: Inheritance allows building a new class (Child class), inheriting and reusing properties and methods based on the old class (Parent class) that existed before The Child classes inherit all the Parent class members and not need to be redefined Subclasses can extend inherited components or add new ones o Polymorphism: Diversity in OOP settings allows different objects to perform the same function differently o Encapsulation: Encapsulation allows hiding information and the internal processing properties of the object Other objects cannot directly affect the data inside and change the object's state but must go through public methods provided by that object This property helps to increase the object's security and avoid unintentional data corruption o Abstraction: Calculation help remove the unnecessary complexity of the object and focuses only on what is essential Figure 2: OOPs in program (Source: https://programmerbay.com/what-are-the-five-main-features-of-oops/) 2.3 Explain what is Event-Driven Programming with source code and illustrations ● In computer programming, event-driven programming is a programming paradigm in which the flow of a program is determined by events such as user actions (clicks, key presses, etc.), sensor output, or messages from programs or streams Event-driven programming is the dominant paradigm used in graphical user interfaces and other applications (e.g JavaScript web applications) that focus on performing certain actions in response to input user input The same is true for programming for device drivers (e.g P in the USB device driver stack).[1] ● In an event-driven application, there is usually a main loop that listens for events and then fires a callback function when one of those events is detected In embedded systems, the same can be achieved by using hardware interrupts instead of a continuously running main loop Event-driven programs can be written in any programming language, although the task is easier in languages that provide a high level of abstraction, such as to await and closure ● Characteristic: o o o o Service-Oriented: Service-oriented is a significant aspect of event-driven programming used to develop programs for services It does not slow down the computer since service-oriented only uses a tiny percentage of the computer processing power, and services typically operate in the operating system's background Even: Nothing will happen unless the user interacts with the software, according to this feature Clicking buttons and entering text into text fields are examples of events Trigger Functions: According to this feature, nothing will happen until the user interacts with the software Events include things like clicking buttons and putting text into text areas Event handlers: When an event happens, an event handler is a function or method that performs a particular action An event handler may, for example, be a button that, when clicked, shows a message and then shuts it when the user hits the button again Figure 3: Event Driven Programming (Source: https://www.thuatngumarketing.com/event-driven-programming/) 2.4 Conclude which paradigms will be used to develop the application with an explanation ● I have used OOP and a mixture of POP to build a student data management program I use OOP and POP and I use both because it will be easier to manage students when the program will help find student data in the system without having to find each student's records as before ● Easy project expansion ● Help programmers can save considerable time Chapter – IDE features (P1) 3.1 Introduce what an IDE is ● To put it simply, an IDE is a combination of functions that help you program, debug, and compile IDEs are developed to make it easier for programmers to develop software ● IDE stands for Integrated Development Environment - integrated development environment ● Before IDEs were developed, the only way for programmers to program was to use Texteditor software, such as Notepad o Source code editor: A text editor that can assist in writing software code with features such as syntax highlighting with visual cues, providing languagespecific auto-completion, and checking for bugs as code is being written o Local build automation: Utilities that automate simple, repeatable tasks as part of creating a local build of the software for use by the developer, like compiling computer source code into binary code, packaging binary code, and running automated tests o 3.2 3.2.1 Debugger: A program for testing other programs that can graphically display the location of a bug in the original code Introduce features of IDE with illustrations The ability to detect errors: ● Typing or missing a certain character in the coding process is inevitable, and not everyone has the ability to check their own errors Therefore, IDEs are also integrated with this feature to help programmers detect errors more quickly Figure 6: Flowchart about add a student b) Delete a student: Figure 7: Flowchart Delete a student c) Search a student by id: Figure 8: Flowchart Search a student by id d) Sort student by id: Figure 9: Flowchart Sort a student by id e) Show all student: Figure 10: Flowchart Show all student 4.2 4.2.1 Source code and screenshots of the final application with explanation Source Code UNIVERSITY of GREENWICH Alliance with gf 11 Education ... illustrations 2. 2 Explain what is Object-Oriented Programming with source code and illustrations 2. 3 Explain what is Event-Driven Programming with source code and illustrations 2. 4 Conclude... explanation 19 4 .2. 1 Source Code .19 4 .2. 2 Screenshots of the final application 21 4.3 Explain and evaluate coding standards used in the program 23 4.3.1 Space... Space between methods: 23 4.3 .2 Rule of brackets: 24 4.3.3 if else .26 4.3.4 Length of a line of code 27 4.4 4.4.1 Explain the benefits