Môn này giới thiệu cho sinh viên các khái niệm cốt lõi của lập trình cùng với phần giới thiệu về các thuật toán và đặc điểm của mô hình lập trình. Trong số các chủ đề trong phần này bao gồm: giới thiệu về thuật toán, lập trình hướng đối tượng và hướng sự kiện, các cân nhắc về bảo mật, môi trường phát triển tích hợp và quy trình gỡ lỗi.
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 Bui Quang Minh Student ID GCD210325 Class GCD1104 Assessor name Ly Quynh Tran 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 Minh Summative Feedback: Grade: Lecturer Signature: Assessor Signature: Resubmission Feedback: Date: Table of Contents CHAPTER 1: INTRODUCTION TO YOUR PROGRAM (P3) I CONTEXT OF THE PROBLEM II APPLICATION’S REQUIREMENTS CHAPTER 2: EXPLAIN PROGRAMMING PARADIGMS (P2) I PROCEDURAL PROGRAMMING Definition Key Features 2.1 Predefined functions 2.2 Local variable 2.3 Global variable 2.4 Modularity 2.5 Parameter passing II OBJECT-ORIENTED PROGRAMMING 10 Definition 10 Concept 10 III EVENT-DRIVEN PROGRAMMING 13 Definition 14 Key Features 14 2.1 Service oriented 14 2.2 Time driven 14 2.3 Event handlers 14 2.3 Trigger functions 14 2.3 Event 15 Event-driven programming applications … 15 IV CONCLUSION 15 V EVALUATE THE SOURCE CODE (CODE STRUCTURE AND CHARACTERISTICS) (D2) 19 CHAPTER 3: IDE FEATURES (P4-M2-M3-M4) 20 I DEFINITION (P4) ……………………… 20 II IDE FEATURES (M2) 20 Syntax Highlighting 20 Autocomplete 21 Debugging 22 Refactoring 22 Code Search 23 III USING IDE TO MANAGE THE DEVELOPMENT PROCESS (M3) 23 IV EXPLAINATION AND EVALUATION OF DEBUGGING PROCESS (P4-M4) 25 Explaination of Debugging Process in the IDE used 25 Evaluate how Debugging Process can be used to increase more secure 26 2.1 Debugging process 26 2.2 Evaluation about debugging process 27 V DEVELOPING APPLICATION USED IDE and ONE WITHOUT IDE (D3) 27 Evaluation of Developing Application using IDE 27 Evaluation of Developing Application without using IDE 28 CHAPTER 4: DESIGN AND IMPLEMENTATION (P3-P5-D4) 29 I WRITE A PROGRAM 29 Flowchart 29 1.1 Flowchart of application 29 1.2 Flowchart of removing book 31 1.2 Flowchart of removing client 32 Source Code 33 2.1 Removing book 33 2.2 Removing clinet 33 Screenshots 34 3.1 Removing book 34 2.2 Removing client 35 II EXPLAINATION and EVALUATION CODING STANDARD (P5) 36 Definition 36 C# Coding Standard and Naming Convetions 36 2.1 Pascal casing 36 2.2 Abbreviations 37 2.3 Vertically align 37 2.4 Comments 38 2.5 Set name for variables 38 Coding Standard’s Advantages 38 III WHY CODING STANDARD IS NEEDED FOR TEAM AND INDIVIDUAL (D4) 39 Reference list ……………………………………………………………………………………………………………………………………… 41 CHAPTER 1: INTRODUCTION TO YOUR PROGRAM (P3) I CONTEXT OF THE PROBLEM I successfully passed the presentation so I could illustrate in the report my fundamental programming and problem-solving abilities The more challenging task is building a fully working application For a specific business problem, security has been built using an IDE and in accordance with coding standards This report provides a summary of the fundamentals of programming in part focuses on object-oriented programming and generalises how to create a thorough application Utilize the programming skills you've gained (procedural, object-oriented, event programming, ) Examine the IDE's app-writing capabilities Compare the use of an IDE against not using one when developing applications to learn advanced programming Summary the previous assignment I provided the details needed to develop library management software in Assignment I created a simple flowchart of the software's platform for applications and ran various algorithms to address its problems In assignment 2, I will focus on object-oriented programming and generalises how to create a thorough application, and examine the IDE's app-writing capabilities II APPLICATION’S REQUIREMENTS The application must allow the user to input inputs and perform specific CRUD (Create / Read / Update /Delete) actions: Create: The CREATE operation does what the name implies It means creating an entry This entry could be an account, user information, a post, or a task Read: The READ operation means getting access to the inputs or entries in the UI That is, seeing it Again, the entry could be anything from user information to social media posts, and others Update: UPDATE is the operation that allows you to modify existing data That is, editing the data Delete: DELETE is the operation that is used to remove existing data, data created from CREATE In my report, I've decided to focus on developing a library management application with a user interface that enables the creation, updating, deletion, and display of the book list through input data A company's library management system supervises every aspect of its operations This system handles borrowed books, clients borrowing books, and other functions Manager can search for books for a specific DateTime or book information Manager can add books or remove books, and manage the client's information Figure Function “Remove” helps to delete an item CHAPTER 2: EXPLAIN PROGRAMMING PARADIGMS (P2) I PROCEDURAL PROGRAMMING Definition Procedural programming is a programming paradigm built around the idea that programs are sequences of instructions to be executed They focus heavily on splitting up programs into named sets of instructions called procedures, analogous to functions A procedure can store local data that is not accessible from outside the procedure's scope and can also access and modify global data variables Simply put, Procedural Programming involves writing down a list of instructions to tell the computer what it should step-by-step to finish the task at hand Figure What is procedural programming Key Features 2.1 Predefined functions A predefined function is a function available in a procedural programming language from a library of available functions These functions allow a programmer to complete common tasks without creating the required code themselves This can help a developer save time during production Figure Function “Remove” helps to delete an item 2.2 Local variable A local variable is a programming variable that has a local scope of use This means the variable only functions in the function in which the developer defines it Local variables only work in this capacity, so they can cause code to fail, leaving a task unfinished if a professional or user attempts to use the variable in a method outside of its scope Figure Choice is a local variable used in Main 2.3 Global variable Global variables increase functionality when local variables are insufficient Developers can use global variables in nearly all functions When defined globally, a variable makes itself available to all methods and functions in the code, allowing the developer to access key data throughout the program's many procedures Figure Global variables used in many methods, functions 2.4 Modularity Modularity is a structure in which a developer divides the functionality of its code into a series of smaller blocks The programmer can then call these blocks, often called methods or functions in procedural programming languages, in their code to access them Figure Function “setInfoBooks” used to add books’ information Figure Function above is called in Main 2.5 Parameter passing Parameters are the data values that transfer from each function within a code sequence When using parameter passing, developers place input parameters into a module or device and receive output parameters in return Parameters allow a programmer to assign passed data to variables, equations and commands within a function to complete computing actions on the data Figure List is passed into function in order to use II OBJECT-ORIENTED PROGRAMMING Definition Object-oriented programming (OOP) is a computer programming model that organizes software design around data, or objects, rather than functions and logic An object can be defined as a data field that has unique attributes and behavior 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 This includes programs for manufacturing and design, as well as mobile applications; for example, OOP can be used for manufacturing system simulation software Figure OOP Illustration Concept Object – An object is an instance of a class Anything that we see are nothing but objects Objects can be anything like pen, car, computer, bike, mobiles, etc If there are objects then they will have properties and behaviours which will differentiate one object from other Figure 10 Example of object (book) in application