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UNIT 4 PROGRAMMING VERIFIED ASSIGNMENT B & C (Distinction), Assignments of Information Technology

UNIT 4 PROGRAMMING VERIFIED ASSIGNMENT B & C (Distinction)

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UNIT 4 PROGRAMMING ASSIGNMENT B & C

(Distinction)

UNIT 4 PROGRAMMING ASSIGNMENT B & C (Distinction)

Pearson BTEC

Level 3 National

Extended

Certificate in

Information

Technology

Programming- Unit 4

Assignment 2

Learning outcomes: B and C

Name:

STUDENT (433035) 1

Introduction

I work for a small development firm as a junior employee. I have been given the responsibility of creating a plan to oversee and judge the upcoming tournament of a nearby institution. My program should be able to determine the scores and determine the winners since the college needs to know who won the competition.

An explanation of the many phases of this programming project will be included in this document. The crucial section of this report is analysis and assessment, in which I will describe the format, the happy and unhappy things, and the improvements I can make to my program.

To create the software, I will utilize the Python programming language. Python is one of the languages that is simple to learn and is a speedy application developer. Python was utilized to create this software because of this.

This documented report will break down each of the program's several phases into parts. One of the most crucial aspects of this study is the analysis and assessments. I'll be going through the program's structure, its advantages and disadvantages, and how it may be made better. To further enhance the program, I will also use Python. Python is one of the simplest languages to learn and a RAD. Python is being utilized to create the programmed because of this.

P

Stages of SDLC (systems development lifecycle)

  1. Assessing the requirement of the problem: You must first understand what the client requires. If you do not understand what the client expects of you then you might not be able to provide a working solution. This planning phase is the first stage of the software

STUDENT 4

  1. Testing the code: By this stage you should have developed the code for the tournament. Testing is an essential stage to determine whether the program contains any defects and to ensure that it is completely operational. It ensures that the client requirements are fully met in an accurate manner. Testing must be done before the finalized program code can be delivered to the client. Performance testing and functional testing should be done at this point, for instance, by evaluating the tournament input buttons.
  2. Maintenance: The last and final stage, and it's crucial because this is how the program will be cared for. At this stage you are correcting the program based on what you have tested, and the feedback given. The program has to be maintained since the user may have inquiries about it or suggestions for improvements for potential future upgrades.

Plan for time managements

When it comes to being on time, I can confidently say I manage it well. In projects I always break down the whole requirements for my plan and start with the simple tasks to the hardest tasks and I always finish on time. Below you will see how I manage my assignment. It took 40 days (about 1 and a half months)

Task Starting date Ending date Days it takes

Improving python knowledge.

Understanding the 11/04/2023 12/04/2023 2 requirements.

Program design 13/04/2023 16/04/2023 3

Program code 17/04/2023 6/05/2023 20

Feedback 25/04/2023 27/04/2023 3

Improvement of design

Test 6/05/2023 7/05/2023 2

Report 5/05/2023 10/05/2023 5

Client requirements

What the client requires is a program that manages a program for students whereby the participants can be part of a team or enter as individuals. There should be 4 teams, each with 5 members, and 20 individual spaces. Teams and individuals will compete in 5 events, and points will be awarded based on how well they perform in each one.

With the information I have from my client I will then have to understand the clients' requirements for me and start to develop the design based on the requirements of the client.

  • 20 opponents
  • List of participants' names
  • The rating schemes
  • number of registered teams
  • Each participant must receive a score based on their performance.
  • Each person's score will be used to determine their rank.
  • There are 5 events.

An excellent way of gathering information from a client is by creating a questionnaire. For my benefit, the customer can provide quick and simple answers since I can better understand their needs.

to writing any code, you should start organizing software because this will make it much easier to implement the program. Additionally, it might assist minimize program modifications that occur while you are coding. There are many other design structures you may use, including quad diagrams and flow charts. The quad diagram and flowchart will be used by me to develop the program's organizational structure.

Individuals

The quad diagram layout for each player is seen above. The steps are input, processing, output, and data storage, in that sequence. I'll enquire about the user's end location and the player's name. All of this is still in the first stages. Additionally, assumptions must be made. I think that every event is dependent on the position of players who have completed the game. The customer did not provide specific directions, such as whether we should score or rank the participants.

Although I am aware of the data I must get from the customer, there may be a few minor errors when I begin coding. Calculating each player's score comes next after gathering their information from the user or client. The points for each player will be determined based on their rank. For instance, the winner will receive 30 points, while the runner-up will receive 20 points. To convert the rank to the score, I would need to create a formula.

STUDENT 9

Teams

You may see the quad diagram of the several teams above this article. This will demonstrate to the software that my program has two pathways. One of the pathways is for teams, while the other is for players as a whole. The quad diagram above illustrates how the program uses the team's name, rank, and score. The program goes through a procedure where it gathers data on each player individually as well as data on each teammate before calculating the team's overall score. I can order the teams depending on their scores once I know the final result. The results would comprise the sum of the teams' scores as well as the individuals.

Flowchart designs

The Quad diagrams lack the specificity of flowcharts. It displays the beginning and initial stages of each program, as well as the steps the program takes, such as its inputs, outputs, and procedures. I'll create the flowchart that's shown below. I will first select a participant, either a person or a group.

The decision-making process and several pathways are represented by the diamond shape. If and else statements are another name for this. As I've

  • Introduction................................................................................................................................ CONTENTS
  • P4 - Stages of SDLC (systems development lifecycle)
  • Plan for time managements
  • Client requirements
  • User requirements and constraints - Hardware
  • Developing the design - Individuals - Teams - Flowchart designs..................................................................................................................
  • P5
  • Feedback
    • STUDENT
      • Improved plan
  • P6 Developing the program and code analysis
  • P7 - Test plan - Errors - Improvements to the error
  • M2
  • M3
  • D2
  • D3 - Individual responsibility..................................................................................................... - Creativity and self managements................................................................................... - Developing and reviewing computer program
  • Conclusion
  • Bibliography
    • STUDENT
  • P

Feedback

I have called the client to seek their feedback and help evaluate the proposal for any improvements that I might need. In addition, I requested feedback from my friends to ensure that all the client's requirements are satisfied. The client's and others' feedback were critical, and they made numerous ideas for improvement. Getting feedback, I was able to create a high-deliverable plan that met and surpassed the client's requirement. It is an essential component of the planning process. Getting feedback from clients, staff and friends may give important insights and help identify areas for improvement.

An essential step in the planning process is gathering feedback. Feedback from customers, coworkers, and other stakeholders can offer insightful information and help with the identification of areas that want improvement. By incorporating this feedback into the plan, you can make sure that the finished result meets your client's goals and expectations while also streamlining the workflow.

Client: I have seen your email request for feedback and the design code looks good for the requirements, but I suggest that you use user friendly colors.

Momo: I suggest having an option for disqualification if the user fails to abide by the rules of the game.

Temi: The design looks wonderful, excellent job, for the group's ranking, more data validation is required.

Improved plan

In response to suggestions from clients and advice from friends, I updated my design idea. I made adjustments that enhanced general functioning and user experience based on their suggestions. These adjustments better fit with the needs of the client by addressing their individual problems. I improved the design by incorporating helpful criticism from friends to enhance its functionality and usefulness. With these incremental changes,

P6 Developing the program and code

analysis

This is the stage at which I will be going through my program from beginning to end. I will be explaining and analyzing why I used this specific code. I'll go over my program from the beginning to the end at this point. I'll be using examples to describe and evaluate why I chose these programs.

My program was composed of two files. This will make it simpler to traverse my class code and my main code files as one was for classes and the other was for my classes. This will also make things neater, and I can use the class files to make modifications when I want to.

Player is the name of the class I made. The name, rank, and score are the objects for the class. When I first started making it, I had this in mind. The component of the program known as the code is where the user's data is stored. Since there are two groups of participants and we are aware that a program's object can be described by a definite, I made a separate class just for teams. This class contains the same attributes as the player class,

STUDENT 16

The user must select either individuals or teams, as I've already said. I created a field where the user may select the type of participant. capital I for individuals and capital T for groups. I must create data validation to prevent incorrect input from being made by users and to enable the software to display an error message. I utilized Boolean operators, while loops, try, accept, if, and else. The program will operate differently in the else case if the user types anything other than uppercase, I, and T; this will result in an error message. The program won't run until the user enters the correct value.

I created a piece of code to print the total number of players; each time the loop is executed, a new number is added to the player total. For the for-loop variable +1, format is required, and in the text, brackets must be utilized. After that, a field is available to enter the names of the players. I used the same while loop to select the type of participants as I did to determine the players' rank. The sole change is in the if code line, which now only accepts integers between 1 and the variable n, which represents the number of players.

I find that this is the program's most fascinating section. I developed my own formula to determine each player's point total depending on their rankings. The score is printed after calculation so the user may see it as they submit their inputs. The software adds all the taken data to the variables I had previously created and stores the data in the player class after all inputs and calculations have been completed.

The team's operations are started by the software when someone enters T. A for loop with a range of 1 at the beginning of the process, ensuring that it will only be executed once. I created some code to print the group number inside the range loop. I used a for loop with a range of 5 to repeat the process five times after taking the rank, which means I took the person's name and member score five times. I'll then add all the information to the variable I created and store it in the team's class.

Below you will find the screenshots of the code and its output

Input

STUDENT 18

output

Input and output

STUDENT 19