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Pass Assignment 1 Advanced Programming FPT
Typology: Assignments
Uploaded on 10/11/2022
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ASSIGNMENT 1 FRONT SHEET Qualification BTEC 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 Nguyễn Hùng Huân Student ID GBS Class GCS090 3 A Assessor name Lâm Nguyễn Trung Nam 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 Huan Grading grid P1 P2 M1 M2 D1 D
ASSIGNMENT 1 BRIEF Qualification BTEC Level 5 HND Diploma in Computing Unit number Unit 20 : Advanced Programming Assignment title Examine and design solutions with OOP and Design Patterns Academic Year 2022 Unit Tutor Lâm Nguyễn Trung Nam Issue date Submission date Submission Format: Format: The submission is in the form of a group written report. This should be written in a concise, formal business style using single spacing and font size 12. You are required to make use of headings, paragraphs and subsections as appropriate, and all work must be supported with research and referenced using the Harvard referencing system. Please also provide a bibliography using the Harvard referencing system. Submission Students are compulsory to submit the assignment in due date and in a way requested by the Tutors. The form of submission will be a soft copy in PDF posted on corresponding course of http://cms.greenwich.edu.vn/ Note: The Assignment must be your own work, and not copied by or from another student or from books etc. If you use ideas, quotes or data (such as diagrams) from books, journals or other sources, you must reference your sources, using the Harvard style. Make sure that you know how to reference properly, and that understand the guidelines on plagiarism. If you do not, you definitely get fail Assignment Brief and Guidance: Scenario: You have recently joined a software development company to help improve their documentation of their in-houses software libraries which were developed with very poor documentation. As a result, it has been very difficult for the company to utilise their code in multiple projects due to poor documentation. Your role is to alleviate this situation by showing the efficient of UML diagrams in OOAD and Design Patterns in usages. Tasks You and your team need to explain characteristics of Object-oriented programming paradigm by applying Object-oriented analysis and design on a given (assumed) scenario. The scenario can be small but should be able to presents various characteristics of OOP (such as: encapsulation, inheritance, polymorphism, override, overload, etc.). The second task is to introduce some design patterns (including 3 types: creational, structural and behavioral) to audience by giving real case scenarios, corresponding patterns illustrated by UML class diagrams. To summarize, you should analyze the relationship between the object-orientated paradigm and design patterns.
The presentation should be about approximately 20-30 minutes and it should be summarized of the team report. Learning Outcomes and Assessment Criteria Pass Merit Distinction LO1 Examine the key components related to the object-orientated programming paradigm, analysing design pattern types P1 Examine the characteristics of the object-orientated paradigm as well as the various class relationships. M1 Determine a design pattern from each of the creational, structural and behavioural pattern types. D1 Analyse the relationship between the object-orientated paradigm and design patterns. LO2 Design a series of UML class diagrams P2 Design and build class diagrams using a UML tool. M2 Define class diagrams for specific design patterns using a UML tool. D2 Define/refine class diagrams derived from a given code scenario using a UML tool.
P1. Examine the characteristics of the object-orientated paradigm as well as the various class relationships.
1. What is object-orientated paradigm (OOP) Figure 1: Object-orientated paradigm (OOP) (GP Coder, 201 7 )
2. The structure of OOP The structure, or building blocks, of object-oriented programming, include the following: Classes are user-defined data types that act as the blueprint for individual objects, attributes, and methods. Objects are instances of a class created with specifically defined data. Objects can correspond to real-world objects or abstract entities. When class is defined initially, the description is the only object that is defined. Methods are functions that are defined inside a class that describe the behaviors of an object. Each method contained in class definitions starts with a reference to an instance object. Additionally, the subroutines contained in an object are called instance methods. Programmers use methods for reusability or keeping functionality encapsulated inside one object at a time. Attributes are defined in the class template and represent the state of an object. Objects will have data stored in the attributes field. Class attributes belong to the class itself. Figure 2: The structure in OOP (TechTarget, 2019) 3. General concepts of OOP Four Principles of OOP: The four pillars of object-oriented programming are:
**4. Design Patterns:
Figure 5: Structural pattern
2. Usecase Diagram Figure 7 : Usecase Diagram
3. Class Diagram