Assignment 2: unit 1 programming, Assignments of Programming Methodologies

Assignment 2: unit 1 programming

Typology: Assignments

2019/2020

Uploaded on 12/17/2020

unknown user
unknown user 🇻🇳

1 / 9

Toggle sidebar

This page cannot be seen from the preview

Don't miss anything!

bg1
Introduce
As we all know, all efforts and “intelligence” of the researcher are clearly shown in the report. The
report aims to help students consolidate industry knowledge through research, outreach and industry
insights. The report will give explanation of what procedural, object-oriented and event-driven
paradigms; their characteristics and the relationship between them. In addition, I will write a program
that implements an algorithm using an IDE. Then, the report will provide an explanation of the
debugging process and explanation the debugging facilities available in the IDE. Last but not least, the
report will outline standards that I use in my code.
|. Programming Paradigm
1. Procedural Programming.
a. Definition: Procedural programming is a programming paradigms, which approaches the
problem by dividing the problem into modules(function), executes the function calls in the
main program.
b. Characteristics: Procedural Programming focuses on program
modularization, functions that are repeated, without inheritance, and
reuse. Only suitable for teaching and simulating algorithms or logical
thinking. Suitable for simple math problems, not suitable for complex
multi-user systems, not for building practical applications.
2. Object Oriented Programming
a. Definition: This is a modern programming model, approaching the
problem by dividing the problem into classes (objects) and then solving
the relationships between classes (objects). Each class (object) will have
a set of combination of methods (behavior, functions) and attributes. For
example, student management finds objects related to the problem:
students, classes, subjects, test scores.
b. Characteristics:
1. Abstraction
2. Encapsulation that Hides Implementation Details
3. Inheritance as a Type and as Code Sharing
4. Polymorphism
OOP programming is used to analyze and design large, highly practical
system, solving real-life problems.
3. Event Driven Programming
a. Definition: This model is based on the interaction between users and the
system, the system usually has a graphical interface (GUI) that allows
pf3
pf4
pf5
pf8
pf9

Partial preview of the text

Download Assignment 2: unit 1 programming and more Assignments Programming Methodologies in PDF only on Docsity!

Introduce

As we all know, all efforts and “intelligence” of the researcher are clearly shown in the report. The report aims to help students consolidate industry knowledge through research, outreach and industry insights. The report will give explanation of what procedural, object-oriented and event-driven paradigms; their characteristics and the relationship between them. In addition, I will write a program that implements an algorithm using an IDE. Then, the report will provide an explanation of the debugging process and explanation the debugging facilities available in the IDE. Last but not least, the report will outline standards that I use in my code.

|. Programming Paradigm

  1. Procedural Programming. a. Definition: Procedural programming is a programming paradigms, which approaches the problem by dividing the problem into modules(function), executes the function calls in the main program. b. Characteristics: Procedural Programming focuses on program modularization, functions that are repeated, without inheritance, and reuse. Only suitable for teaching and simulating algorithms or logical thinking. Suitable for simple math problems, not suitable for complex multi-user systems, not for building practical applications.
  2. Object Oriented Programming a. Definition: This is a modern programming model, approaching the problem by dividing the problem into classes (objects) and then solving the relationships between classes (objects). Each class (object) will have a set of combination of methods (behavior, functions) and attributes. For example, student management finds objects related to the problem: students, classes, subjects, test scores. b. Characteristics:
  3. Abstraction
  4. Encapsulation that Hides Implementation Details
  5. Inheritance as a Type and as Code Sharing
  6. Polymorphism OOP programming is used to analyze and design large, highly practical

system, solving real-life problems.

3. Event Driven Programming

a. Definition: This model is based on the interaction between users and the

system, the system usually has a graphical interface (GUI) that allows

users to interact. Based on the events given by the user: mouse click, element selection, etc., the program will give equivalent actions. b. Characteristics:

  1. Event
  2. Event Handler
  3. Event Function This is a universal programming model for creating practical applications.
  4. Summary In short, of the three model above, the PP model is often used to simulate algorithms and logical thinking; the OP and ED models work together to build practical application such as chrome, management software game, etc…

||. Install the algorithm in the IDE

  1. Introduce the problem: In order to promote library management so that schools can build modernization, while ensuring traditional services as well as characteristics of library management. In this assignment, I built a library management application using visual studio. This app includes basic features like adding books, adding readers, display readers list, …
  2. Program description a. Main menu

Pc2. Book management features The feature allows users to input book information such as book code, title, number of books in stock, unit price of each book. c. List display feature

Pc3. List display feature d. Reader management < Add reader> e. Showing list of readers

-Step 2: Conduct the debug process -step 3: Use step over, step in, ….

|V. Coding Standard

  1. Definition: This is convention for writing programmers for programmers, encouraging programmers to apply these standards so that writing code becomes homogenous, easy and easy to read.
  2. In my object: